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ShadowWolf Kell
11-21-10, 06:35 PM
Why not....

Silent Hunter 5 - BATH (Bernard At The Helm)?

SteelViking
11-21-10, 11:59 PM
To start, I mean no offence to anyone or their suggestions for names. Now, here are my thoughts on the matter.

1. The name should not be silly. I am sorry folks, but too many hours of hard work has been put in by too many good people. And, sadly I have seen several silly names proposed(however, I do not consider names with skunk in it to be silly, they are legitimate).

2. The name should have nothing to do with an individual modder. I understand TDW has put an immense amount of work into compiling this(just look at the readme files for my mods, I know how hard it is to combine mods and make them work), and I know that a good proportion of the mega mod is his work. But, many people have put their sweat, blood, and maybe tears into this, and they should all be honored equally.

3. It should have absolutely nothing to do with GWX. It should not look like it, sound like it, taste like it, or smell like it. This seems odd to some folks, but it is out of respect for those who toiled before me I say this. To those who understand my position I salute you.:salute:

4. It should have nothing to do with fixing problems that should have been addressed in the first place. AKA calling it any sort of patch. This is not a patch folks, this is a legitimate mega/supermod. Perhaps not made by conventional means, but a mega mod nonetheless.

Well, those are my thoughts on it. But, in hind sight, I might have only made things more difficult.:haha:

TDW, the final decision rests with you. Gott sei mit ihnen.

PL_Andrev
11-22-10, 05:49 AM
Is this project alive excluding 'name' thread?

TheDarkWraith
11-22-10, 05:56 AM
Is this project alive excluding 'name' thread?

yes. I just have to finish up some things in my mods first.

divittor
11-22-10, 07:39 AM
Reading through the thread there are one or two mentions of an exe file and/or JSGME for installing this Mod upon release.

Would it possible to give the end user as many options as possible as to the load out of the Mod.
In an ideal world this would be an options page in game but due to the nature of Modding I guess it would have to be before load via JSGME.

Personal preferences are varied as everyone enjoys different aspects of the game, be it realism or eye candy or immersion ect.

Versatility is basically what I'm asking for, making this Mega Mod, The MOD for
Silent Hunter 5.

Obelix
11-22-10, 07:55 AM
At least approximate release date is known?

Obelix
11-22-10, 08:13 AM
...
In an ideal world this would be an options page in game but due to the nature of Modding I guess it would have to be before load via JSGME...
Can you imagine how difficult it is to do it all? Megamod order and made to put all the configuration files and avoid conflicts. You propose to separate the fact that trying to connect.

About name:
Why not call megamod simply - number one?

divittor
11-22-10, 10:12 AM
I appreciate the work involved and know that an options page in game is probably not an option.
Maybe as with The Dark Wraiths UI there could be a user editable options file before activation.
Giving the player a range of different choices as to whether, for arguments sake, use the Environment Mod or the Stock version.

I am not suggesting stepping back and just using stand alone Mods as is, or restructuring the Mega Mod.

Choices for players as in the UI Mod can only be for the good of all.

I am in no way, shape or form a Modder and this idea is only that an idea.
It may be impossible, just throwing it out there for u guys to ponder.:hmmm:

BigBANGtheory
11-22-10, 11:57 AM
My naming suggestion:

"MetaMorph" or "MegaMorph"


It implies change on a large scale without using gimmicks or causing offence to either developer or modder. You could even use 'MMX' as the shortend version which keeps it in the theme of 'GWX' whilst maintaining a difference. :smug:

Illyustrator
11-22-10, 11:59 AM
To start, I mean no offence to anyone or their suggestions for names. Now, here are my thoughts on the matter.

1. The name should not be silly. I am sorry folks, but too many hours of hard work has been put in by too many good people. And, sadly I have seen several silly names proposed(however, I do not consider names with skunk in it to be silly, they are legitimate).

2. The name should have nothing to do with an individual modder. I understand TDW has put an immense amount of work into compiling this(just look at the readme files for my mods, I know how hard it is to combine mods and make them work), and I know that a good proportion of the mega mod is his work. But, many people have put their sweat, blood, and maybe tears into this, and they should all be honored equally.

3. It should have absolutely nothing to do with GWX. It should not look like it, sound like it, taste like it, or smell like it. This seems odd to some folks, but it is out of respect for those who toiled before me I say this. To those who understand my position I salute you.:salute:

4. It should have nothing to do with fixing problems that should have been addressed in the first place. AKA calling it any sort of patch. This is not a patch folks, this is a legitimate mega/supermod. Perhaps not made by conventional means, but a mega mod nonetheless.

Well, those are my thoughts on it. But, in hind sight, I might have only made things more difficult.:haha:

TDW, the final decision rests with you. Gott sei mit ihnen.
Respect! :salute: And what your offer? How wish to name Mega-Mod?!
...About name:
Why not call megamod simply - number one?
Alexander! It is similar to "Illness"-... mod_v.3.8... mod_v.3.9.... patch_1, patch_2.....!!! It is necessary to do with it something! :DL:DL:DL

mookiemookie
11-22-10, 12:02 PM
You could even use 'MMX' as the shortend version which keeps it in the theme of 'GWX' whilst maintaining a difference. :smug:

That is a horrible idea and a slap in the face to the GWX team.

arnesw
11-22-10, 01:03 PM
What about "Das Mod"?

Might be in the too-silly category...

Sailor Steve
11-22-10, 02:59 PM
That is a horrible idea and a slap in the face to the GWX team.
As well as to every non-GWX person or team who has ever made a supermod, including TheDarkWraith himself.

Ducimus
11-22-10, 05:29 PM
You could even use 'MMX' as the shortend version which keeps it in the theme of 'GWX' whilst maintaining a difference. :smug:
That is a horrible idea and a slap in the face to the GWX team.
As well as to every non-GWX person or team who has ever made a supermod, including TheDarkWraith himself.

Most modders take great pride in their work and would prefer to distance themselves from GWX references, or references to other mods in general. Instead most would prefer to forge their own paths for their work. Doing anything less is being unoriginal, and quite frankly, a major hit against a modders pride in themselves and their work.

It's my thought, that Modders in general, do not want to be like somebody else, they want to be themselves. To ask a modder to "be like (insert whatever name here)" is in many respects, an insult to their ability and creativity.

Obelix
11-22-10, 06:39 PM
Alexander! It is similar to "Illness"-... mod_v.3.8... mod_v.3.9.... patch_1, patch_2.....!!! It is necessary to do with it something! :DL:DL:DL
Yep, but number one - it is Number One!:DL

Reece
11-22-10, 09:02 PM
Very important consideration, once the mod is released could it be released as a Torrent download, some like me have problems with dropouts etc.:oops::yep:
Most modders take great pride in their work and would prefer to distance themselves from GWX references, or references to other mods in general. Instead most would prefer to forge their own paths for their work. Doing anything less is being unoriginal, and quite frankly, a major hit against a modders pride in themselves and their work.

It's my thought, that Modders in general, do not want to be like somebody else, they want to be themselves. To ask a modder to "be like (insert whatever name here)" is in many respects, an insult to their ability and creativity.Definitely agree to that!:yep:

GT182
11-22-10, 10:21 PM
You know, SteelViking is right in what he said. And no, I'm not going to repeat it all but you all know what he means.

As for a mod name. I think Dark Wraith had the perfect name right from the start..... The Mega Mod. It's short, sweet, and right to the point on what it is and what it's for. It offends no one and copies no other mod name whether they be big, small , good or bad. The only improvement on the name I can see that would be fitting is just calling it what it really is, the SH5 Mega-Mod.

Obelix
11-22-10, 11:08 PM
...The only improvement on the name I can see that would be fitting is just calling it what it really is, the SH5 Mega-Mod.
:up::yep:

ShadowWolf Kell
11-22-10, 11:17 PM
Most modders take great pride in their work and would prefer to distance themselves from GWX references, or references to other mods in general. Instead most would prefer to forge their own paths for their work. Doing anything less is being unoriginal, and quite frankly, a major hit against a modders pride in themselves and their work.

It's my thought, that Modders in general, do not want to be like somebody else, they want to be themselves. To ask a modder to "be like (insert whatever name here)" is in many respects, an insult to their ability and creativity.

Well if they wish to argue the point, you could always introduce them to Bungo Pete. ;)

Subhuman230
11-23-10, 02:19 PM
The only improvement on the name I can see that would be fitting is just calling it what it really is, the SH5 Mega-Mod.

excellent point:yeah:

Madox58
11-23-10, 09:34 PM
It's all in the name.
If one plants thier personnal name on the compilation of others works?
There will be repercussions.
Permissions or not.
Can you imagine GWX mods being named Kpt. Lehamann's or such?
No I don't think so.
IF it is called TDW or Dark Wraith or any play on that in ANY WAY?
I will code all future Tools I do to NOT work.
Sure you could have another system setup to use my Tools.
But do we really need to go there?
Cause I can code to scan your Network.

Ducimus
11-23-10, 10:14 PM
Feel the love! :O:

Madox58
11-23-10, 10:30 PM
I felt it awhile ago.
:nope:
Face it.
There is no Love.
You want to place CopyRights, and such on your so called work?
It's dog eat dog.
I'm placeing mine now.

Ducimus
11-23-10, 10:44 PM
Wow. So who you yelling at?

If your yelling at me, well, whatever. Yell in my direction all you want, but i really don't care. You want to throw insults at me or any mods i've done; that's fine too, knock yourself out. I'm past the point of caring about that crap anymore.

If your yelling at TDW (aka racerboy), that's really not any concern of mine. If you have a beef with him, that's your business. Again, i don't really care.

Regardless, i can't help but make at least one sarchastic quip, cause i figured this stuff was dead and buried. Llighten up man. Does anger, bitterness, and petty rivalry have to be a permanent feature in the mod community in every SH game? I can't say i don't hold any grudges myself, but this s**t's getting a little old.

Madox58
11-23-10, 10:57 PM
I really don't recall yelling at anyone.
:hmmm:

I stated my opinion, you stated yours, others stated thiers.
TDW is free to do as he wishes as all of us are.
If my honesty offends?
At lest I'm up front about it.

At times I think I'm becomeing much like you Ducimus.
:haha:
(Kind of scarey eh?)

And of course I expect you to slam me for that statement.
:03:

rascal101
11-23-10, 11:16 PM
HI guys
Curious to know if this mod has a release date - not really fussed about a name but really interested in the content

R

Ducimus
11-23-10, 11:16 PM
No you weren't yelling, but the hostility seemed amply evident in your choice of words.

And, No, im not gonna slam you. I'm just sitting here scratching my head. Your difficult to figure out. Sometimes your all about letting bygones be bygones, and other times its like your in a boxing match, someone rang the bell, and you come out of your corner fighting. *shrug* I guess something has to step on the wrong nerve.

I'll tell ya what though, its much easier to let things go when your no longer actively modding or involved in any mod. At least to me it is, ive done what i can, and i don't care to do anymore. Anywho, I'm just a 3rd party observer here, or at least, i prefer to not be involved. So if you guys want to go the rounds, thats your business, but personally, i don't think its worth the stress.

Madox58
11-23-10, 11:40 PM
Typed words are interpreted by the reader based on his/her state of mind.
Unless a frame for the scene is there to draw upon.

If I post:
'I'm pretty sure Lehmann was a Hitler youth.'

Without Google?
You'd have no idea what I am refering to.
(But I bet you had a thought just for a moment! :haha:)

You and I (and I expect others) will provide there own scenes for whatever.

Mostly for me it's wasteing time until I have the equipment.
I'm frustrated.
So if you can just blow me off for awhile?
I'm pretty harmless.
:haha:

CodyLang
11-23-10, 11:48 PM
HI guys
Curious to know if this mod has a release date - not really fussed about a name but really interested in the content

R

Thats something I'd like to have a clue about too, I sure can't wait for this mod, and like I said, I hope they make it a .exe file also...I just hate jsmeg haha

Schwieger
11-24-10, 12:30 AM
Name isn't really important.. something like "Improved SH5" will suffice. :yeah:

Loituma
11-24-10, 02:17 AM
http://img34.imageshack.us/img34/9158/sh5emo.jpg (http://img34.imageshack.us/i/sh5emo.jpg/)

SH5:EMO for short

CodyLang
11-24-10, 02:50 AM
http://img34.imageshack.us/img34/9158/sh5emo.jpg (http://img34.imageshack.us/i/sh5emo.jpg/)

SH5:EMO for short


Hahaha, Winner!:up:

JScones
11-24-10, 04:15 AM
http://img34.imageshack.us/img34/9158/sh5emo.jpg (http://img34.imageshack.us/i/sh5emo.jpg/)

SH5:EMO for short

FTW :rock:

raymond6751
11-24-10, 06:37 AM
This thread wasn't originally about the name.

The name has taken over this thread.

Lay off it.

Bicker some other place.

Capt Sinbad
11-24-10, 06:52 AM
This thread wasn't originally about the name.

The name has taken over this thread.

Lay off it.

Bicker some other place.

Totally agree

JScones
11-25-10, 01:10 AM
This thread wasn't originally about the name.

The name has taken over this thread.

Lay off it.

Bicker some other place.
Erm, from the OP's FIRST POST...
I don't have a name for it yet - hoping you all can help me 'name' this mega-mod.
So I think you should be the one to "lay off it". People will comment on the name, as requested by the OP, until HE says otherwise, not until the self proclaimed thread police say otherwise. :up:

raymond6751
11-25-10, 06:00 AM
Sorry all.

I just hate all the arguments. I stand corrected.

As one of the testors, I was told this thread was the place to post test results and comments.

That got quickly buried in "name" calling. Frustrating.

mr.Kiki
11-25-10, 07:13 AM
Hi! TheDarkWraith please look at my post (http://www.subsim.com/radioroom/showpost.php?p=1541563&postcount=5097). Just a little-tiny-microscopic correction in russian translation for menu.txt file.

Good luck with your work!

Obelix
11-25-10, 11:21 AM
hi! thedarkwraith please look at my post (http://www.subsim.com/radioroom/showpost.php?p=1541377&postcount=5095). Just a little-tiny-microscopic correction in russian translation for menu.txt file.

Good luck with your work!
Дружище, не беспокой Дарка, он за перевод не отвечает, тем более на русский. Я уже ответил на твой вопрос. Тем более, что у меня есть подозрение, что Вы используете menu.txt от оригинальной игры, а не из мода Дарка. Где взять нужный файл описано в ответе.

Obelix
11-28-10, 07:36 AM
How are things going with the megamod? There are at least the approximate date of release? Expectation was tightened.

TheDarkWraith
11-28-10, 08:28 PM
How are things going with the megamod? There are at least the approximate date of release? Expectation was tightened.

I'll be working on it more come early December. I have the whole month off from work and nothing much planned so this is one item. Would've worked on it this weekend but ski slopes opened this weekend :D:rock:
It was time to pull the snowboard out and tear up some runs. I'm going to be sore tomorrow :DL

Obelix
11-28-10, 11:37 PM
I'll be working on it more come early December. I have the whole month off from work and nothing much planned so this is one item. Would've worked on it this weekend but ski slopes opened this weekend :D:rock:
It was time to pull the snowboard out and tear up some runs. I'm going to be sore tomorrow :DL

Goob info.
Successful weekend.:rock: Try not to get sick.:DL

Schwieger
11-30-10, 11:54 PM
I'm sure the mod will be done before all the SH5 copies are sold out, so I'll be able to go out and buy one just for this mod :har::haha:

OG Hase
12-01-10, 07:18 AM
I'm aware that this may have been asked before but I would like to ask how you see the chances of having a "full" game (like SH 3 e.g. with all boats and full campaign) one day? Of course this would be the ultimate joy but I am not into the technical issues that much!? Yeah and thanks again for your great work!:salute: :up:

sandymac69
12-02-10, 04:17 AM
where have all the mods gone?
i cant find that i had earlier this year!

rascal101
12-15-10, 03:24 PM
Is this mod still on the way looking forward to tweaking one mod and its contents rather than trying to adjust 100's

R

TheDarkWraith
12-15-10, 03:34 PM
Is this mod still on the way looking forward to tweaking one mod and its contents rather than trying to adjust 100's

R

sure is. Just finishing up some things on my mods ends first :DL

Poacher886
12-16-10, 01:01 PM
I have to say im really excited about this 'complete mod' in more ways than one....

I bought SH5 apon release and shelfed it immediately (even before taking the rapper off!), due to the fact i decided to rip my study apart and re-build it....and because of all the bugs.

I finally finished the study about a month ago, but decided to hold tight to buy some knew hardware...i've just bought a HP IPS 24" monitor and ordered a 570GTX to boot, so im looking forward to gaming at its best!!

Having waited patiently almost a year to play one of my Fav's Silent hunter and seeing the amazing graphics and mods for it, i cant wait to get started!

I've only ever installed one mod before which was for SH4 and was more than a little inpressed at the overhaul (especially as i like things with realism!!), but i have to be honest and say the SH5 mods look like a bit of a minefield; there's so many......

The idea of an all in one mod to give a real and fixed feel to the game is what im now waiting for....i shall resist playing until this super mod is complete....hopefully in time for the christmas holiday!! (No pressure eh!).

I hope it does away with all the naff stuff like speach bubbles etc, and improves the aggresiveness of the Sim, a few questions,,,,

Im sure some of the photo's show an American style of periscope? will this be changed?
Will we be able to play through to 1945?
Any chance of more Merchant ships after hearing there is only 4??
Will the AI of the enemy be more agressive, without being over the top i.e random skill levels.?
Can we actually use the TDC fully as SH3?
Im guessing some graphic mods like the environmental mod will be included eh?

Thanks for the hard work, i wait with abaited breath!!

Oh, and a MOd name suggestion......"All in one, and One for All"

PJMaybe
12-16-10, 05:30 PM
sure is. Just finishing up some things on my mods ends first :DL

This is what I've been asking Santa for! :woot:

GT182
12-16-10, 07:28 PM
I know I'm jumping the gun but one question DW. I assume it will so but need to ask anyways.

When your SH5 Mega Mod is installed, will it be required to disable all mods, in use via JSGME, first? I just want to be sure I'm 'In Port' before the install.

mobucks
12-16-10, 09:40 PM
I cant cant cant wait till this compilation is released!

Thankyou again oh so heartfelt to all/anyone involved in this undertaking.:salute:

TheDarkWraith
12-16-10, 09:53 PM
I cant cant cant wait till this compilation is released!

Thankyou again oh so heartfelt to all/anyone involved in this undertaking.:salute:

There is only one person working on it, me. But you need to give thanks to all those that gave permission for their work to be included in it (and for those I have yet to ask) :yep:

seiseki
12-17-10, 07:04 PM
Sounds awesome!

But I can't play without the Voice Commands mod and it's not compatible with your UI mod :wah:

longam
12-17-10, 07:37 PM
Ultim Mod

(Latin: end, last, final)

TheDarkWraith
12-18-10, 04:15 AM
Sounds awesome!

But I can't play without the Voice Commands mod and it's not compatible with your UI mod :wah:

why isn't it? Others have used voice command with it.

Ablemaster
12-18-10, 06:47 AM
Good stuff, watching with interest DW. As for the name DW MOD will do mate, name is unimportant the content looks spot on, thanks.

seiseki
12-18-10, 02:10 PM
why isn't it? Others have used voice command with it.

Yeah I noticed afterwards that there's a solution in the actual thread discussing the mod.

It's a bit of a hassle though, but I'll start messing around with that once I have time..
It would be really nice if it could be included in this ultra-mod though :)

TheDarkWraith
12-18-10, 02:16 PM
Yeah I noticed afterwards that there's a solution in the actual thread discussing the mod.

It's a bit of a hassle though, but I'll start messing around with that once I have time..
It would be really nice if it could be included in this ultra-mod though :)

I already added support for the mod. Shouldn't be much of a hassle at all. I think you only need to enable the speech mod and that's it.

tonschk
12-18-10, 04:38 PM
Thank you:salute: TheDarkWraith :rock:

seiseki
12-18-10, 07:51 PM
I already added support for the mod. Shouldn't be much of a hassle at all. I think you only need to enable the speech mod and that's it.

Oh, awesome!

Krauter
12-19-10, 11:12 PM
Really need a release on this one, just trying to update all my Mods from 3 months ago has got me so frustrated. I just want to play the game, not mix and match mods so that I get the recipe just right.

Just my two cents

bart
12-22-10, 12:07 PM
Really need a release on this one, just trying to update all my Mods from 3 months ago has got me so frustrated. I just want to play the game, not mix and match mods so that I get the recipe just right.

Just my two cents


Same here, its frustrating......

I'm really looking forward to the release of this long awaited MOD. :rock:

Watson
12-23-10, 07:52 AM
Would like to clear some of the mod soup for sure, this is eagerly awaited.

mobucks
12-23-10, 05:14 PM
yeah im thinking my sonar man had bad soup thats why he doesnt even report any contacts anymore.

Jimbuna
12-23-10, 06:32 PM
yeah im thinking my sonar man had bad soup thats why he doesnt even report any contacts anymore.

Check the menu before you partake :DL

mikaelanderlund
12-29-10, 08:01 AM
TheDarkWraith, any news?

Poacher886
12-30-10, 10:35 AM
Any update on the progress of the Mega-Mod?....im waiting patiently for this before i start to play SH5.

Thanks

Ablemaster
12-30-10, 11:19 AM
Sure DW is pretty busy with several projects on the go, a superish kind of mod is anticipated by many, anything that combines all the best mods and clears some of the mod soup. DW take your time sure it will be worth waiting for, community is lucky to have such commited people as youreslf that help to keep SH5 afloat for us all, cheers mate.

Jimbuna
12-30-10, 08:06 PM
Sure DW is pretty busy with several projects on the go, a superish kind of mod is anticipated by many, anything that combines all the best mods and clears some of the mod soup. DW take your time sure it will be worth waiting for, community is lucky to have such commited people as youreslf that help to keep SH5 afloat for us all, cheers mate.

Looking forward to it http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

BigBANGtheory
12-31-10, 04:58 AM
Perhaps after its ready it would be a good point to re-evaluate SH5?

- There is not a lot of respect for SH5 in the SH4/3 forums I noticed, maybe not all of it is still justified.

- What bugs still stand out

- What weaknesses in gameplay are most obvious

Things like that...

Poacher886
12-31-10, 12:35 PM
Aye, Full respect for DW to get the Uber-Mod together we rely on these people to make a silk purse out of a sow's ear!....Not being an experienced user of mods, i find the apt named Mod-soup a little daunting!!

But on the other hand, after waiting almost a year to play this game (building new study / then aquiring new hardware) im determined to see it as it should be from the start, without the opening disapointment that other have had to endure!

Thus now im ready to play, im a little impatient for it!!, i guess if its coming shortly then im happy to wait, but if its a sometime in 2011 job, then i might be tempted to take the dive into the Mod-soup!

7thSeal
12-31-10, 01:26 PM
- There is not a lot of respect for SH5 in the SH4/3 forums I noticed, maybe not all of it is still justified.


Doesn't matter really, I went from SH3(modded) to SH5(unmodded) and was very discouraged with the change. Once time permitted that changed and I'm enjoying SH5 very much. Combination of what most are already enjoying with SH5 will be much welcomed. :rock:

Farinhir
01-01-11, 09:06 AM
Doesn't matter really, I went from SH3(modded) to SH5(unmodded) and was very discouraged with the change. Once time permitted that changed and I'm enjoying SH5 very much. Combination of what most are already enjoying with SH5 will be much welcomed. :rock:

Agreed. I went from SH3/SH4 modded to SH5 unmodded (just recently bought) and am not happy with the vanilla flavor. I have added a few of TDWs mods but I would love to get into a single large mod for the sake of simplicity. I have very little experience with modding this game and it seems that the mods I would love to use tend to conflict with each other. Therefore, my boat is in dry-dock till the time when I am able to add this. I await your first release.

harag
01-02-11, 11:58 AM
Hi all,

I've just started playing SH5 after several months on the shelf, so just come back to the forums recently when I spotted this thread.

I've recently downloaded some Mods to play of the last week, TDW Multi UI 6.0, Enviroment 5.0 and a few others, but no way near the same amount thats on the list on the first page.

I'm now really looking forward to this and having one "large" download and install for all the mods - MEGA idea TDW!. I noticed from the list on the first page you don't have Enviorment 5.0 listed, any chance of updating the mega mod to the env 5.0 version?

Also the ultimate question - it's now 2nd Jan 2011 - and I'm back at work on Tuesday :( - When we likely to see the release of the mega mod? any ETA?

Keep up the excellent work!

cptroyce
01-02-11, 12:45 PM
I also, took the SH5 plunge from SH4. Despite the various glitches and unfinished business from the developers, I'm enjoying it. A meg-mod (from those folks that can do those things) would really go along way to pulling SH5 together.

TopcatWA
01-02-11, 08:51 PM
Lookin' forward to this mod package.
Great idea!!:up:

robbythesub
01-03-11, 04:20 AM
Agreed. I went from SH3/SH4 modded to SH5 unmodded (just recently bought) and am not happy with the vanilla flavor. I have added a few of TDWs mods but I would love to get into a single large mod for the sake of simplicity. I have very little experience with modding this game and it seems that the mods I would love to use tend to conflict with each other. Therefore, my boat is in dry-dock till the time when I am able to add this. I await your first release.

For now, mod it like mine below and be prepared for a superb experience-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
AilBubbles 1.0
Pascal Uniforms SH5
Remove grain effect
Old Style Explosions V1.1
impurity blue
Menu - Das Boot Alarm Theme
Killer A1 mod
No Damn Bubbles, No Damn Halo Mod
Realistic ammo amount for AA and deck guns
Critical hits 1.1 Torpedos
Critical hits v 1.2
BRF 1.3 full
AilSmoke 1.7
Wamphyri's Plane Mod
Goodbye Pacman
Dooms Decks for VIIABC41 1.4
sobers realistic hydrophone operator SH5
Cerberus62 Historical Ship Equipment 1.0
IO_MapCourseLine_normal pencil_mod
SubFlags_0_0_5_byTheDarkWraith
IO_StrategicMap_MOD
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
Wooden_Lifeboats_Mod_1.1
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Environment 4.8 MOD
sobers blue sky mod
ImprovedWaves_Improved Pitch&Roll
Environment Sounds 4.3
1standard
SteelViking's Sky Banding Mod
SteelViking's Interior Mod V1.2
PGF_SubEmblems_V1.02
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
KillerTubes_Better_Texs
Stormys DBSM SH5 v1.2 MFCM Basemod
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Height periscope
Ui-Boat V2.2
German U-Boat Crew Language Pack
Church's SHV 1.01 Keyboard Commands v1.1
DiveDepthFix_by_coasterdigi
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
Environment 5.0 MOD
LightFog 4.301
Grossdeutscher Rundfunk

:)

Farinhir
01-03-11, 04:37 AM
For now, mod it like mine below and be prepared for a superb experience-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
AilBubbles 1.0
Pascal Uniforms SH5
Remove grain effect
Old Style Explosions V1.1
impurity blue
Menu - Das Boot Alarm Theme
Killer A1 mod
No Damn Bubbles, No Damn Halo Mod
Realistic ammo amount for AA and deck guns
Critical hits 1.1 Torpedos
Critical hits v 1.2
BRF 1.3 full
AilSmoke 1.7
Wamphyri's Plane Mod
Goodbye Pacman
Dooms Decks for VIIABC41 1.4
sobers realistic hydrophone operator SH5
Cerberus62 Historical Ship Equipment 1.0
IO_MapCourseLine_normal pencil_mod
SubFlags_0_0_5_byTheDarkWraith
IO_StrategicMap_MOD
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
Wooden_Lifeboats_Mod_1.1
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Environment 4.8 MOD
sobers blue sky mod
ImprovedWaves_Improved Pitch&Roll
Environment Sounds 4.3
1standard
SteelViking's Sky Banding Mod
SteelViking's Interior Mod V1.2
PGF_SubEmblems_V1.02
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
KillerTubes_Better_Texs
Stormys DBSM SH5 v1.2 MFCM Basemod
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Height periscope
Ui-Boat V2.2
German U-Boat Crew Language Pack
Church's SHV 1.01 Keyboard Commands v1.1
DiveDepthFix_by_coasterdigi
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
Environment 5.0 MOD
LightFog 4.301
Grossdeutscher Rundfunk

:)

Is this the preferred load order of the mods in JSGME?

Silent Steel
01-03-11, 05:24 AM
I also, took the SH5 plunge from SH4. Despite the various glitches and unfinished business from the developers, I'm enjoying it. A meg-mod (from those folks that can do those things) would really go along way to pulling SH5 together.

I recommend you give TheDarkWraiths fantastic mod a try :up:
http://www.subsim.com/radioroom/showthread.php?t=166093 (http://www.subsim.com/radioroom/showthread.php?t=166093)

You always find the latest updated version there, at the bottom of the first post of the thread.

It comes in a .zip with some more mods added.

Enable it with JSGME !

If you like - feel free to PM me and I'll help you out with some more tips for MODs.

:salute:

robbythesub
01-03-11, 07:33 AM
Is this the preferred load order of the mods in JSGME?

Mods are a personal choice but the order of installing them can cause issues, so i was showing mine to illustrate one that works well.
This is my personal choice as I think it gives a superb cross section of graphics and reality without compromising reliabilty.

:)

Farinhir
01-03-11, 08:39 AM
I recommend you give TheDarkWraiths fantastic mod a try :up:
http://www.subsim.com/radioroom/showthread.php?t=166093 (http://www.subsim.com/radioroom/showthread.php?t=166093)

You always find the latest updated version there, at the bottom of the first post of the thread.

It comes in a .zip with some more mods added.

Enable it with JSGME !

If you like - feel free to PM me and I'll help you out with some more tips for MODs.

:salute:

Thanks for the recommendation. That was actually the first mod I installed (pretty much the only one). I was always a manual TDC person. While I might play with map updates turned on (because I believe the fire control party should be doing some work), I still play my part in finalizing the solution. Sometimes I get it correct. Sometimes I fail.

The issue I have is I am running into some trouble setting up the fast-90 method on this TDC (brought over from SH3 time). I have had a lot of success with giving up and firing from the hip with a guess of where they will be based on their speed. This is basically a skill I picked up to deal with pesky evading ships, but it is only good for close and fast shots. I need to be able to hit at more than 700 meters.

Trevally.
01-03-11, 09:36 AM
Thanks for the recommendation. That was actually the first mod I installed (pretty much the only one). I was always a manual TDC person. While I might play with map updates turned on (because I believe the fire control party should be doing some work), I still play my part in finalizing the solution. Sometimes I get it correct. Sometimes I fail.

The issue I have is I am running into some trouble setting up the fast-90 method on this TDC (brought over from SH3 time). I have had a lot of success with giving up and firing from the hip with a guess of where they will be based on their speed. This is basically a skill I picked up to deal with pesky evading ships, but it is only good for close and fast shots. I need to be able to hit at more than 700 meters.

Try this http://www.subsim.com/radioroom/showthread.php?t=177725

Dogzero1
01-04-11, 06:06 PM
Looking forward to this megamod as I am one of the many who are overawed by the vast number of mods. I just want a simple mod that gives me the controls of SH3/4 or likewise, nothing to complicated. There seem to be too many variations of the UI mods etc etc.

Yours
Confused.
:o:salute:

TheDarkWraith
01-04-11, 06:08 PM
Looking forward to this megamod as I am one of the many who are overawed by the vast number of mods. I just want a simple mod that gives me the controls of SH3/4 or likewise, nothing to complicated. There seem to be too many variations of the UI mods etc etc.

Yours
Confused.
:o:salute:

if that's all you want then Reaper7's or my UIs mod will suit you fine :up:

SashaKA001
01-04-11, 07:25 PM
if that's all you want then Reaper7's or my UIs mod will suit you fine :up:

Reaper7's why you threw your mod, very very sorry!:wah::wah::wah:

Ducimus
01-04-11, 08:19 PM
TDW,
I hate asking this, because i know what it's like, so i don't expect a straight answer, but i find myself dreadfully curious none-the-less.....

How's it coming?

d@rk51d3
01-05-11, 01:42 AM
In "spurts"....... :haha:


........... ahem. :oops:

bart
01-05-11, 10:51 AM
:har:

longam
01-05-11, 02:50 PM
TDW,
I hate asking this, because i know what it's like, so i don't expect a straight answer, but i find myself dreadfully curious none-the-less.....

How's it coming?

He seems to be fixing the entire game and programming the other half that is missing so it could be some time.....

Deimos01
01-05-11, 03:57 PM
Aye, I cant wait to see what TDW comes up with. He has done some great work so far so this mega mod should be fantastic. I have pretty much shelved the game till this comes out as I dont care to spend an hour updating and changing mods every time I get to play.

I too must confess to some curiosity as to progress. :ping:

Capt Sinbad
01-05-11, 05:22 PM
I was under the impression that it was due for release around the end of December. I'm not sure where i got that impression from though :hmmm:

Ducimus
01-05-11, 06:55 PM
He seems to be fixing the entire game and programming the other half that is missing so it could be some time.....

Too true.

Nufsed
01-06-11, 08:36 AM
He seems to be fixing the entire game and programming the other half that is missing so it could be some time.....

In an Ideal World, we would have paid TDW for this sim!

Fauzt
01-06-11, 11:13 AM
Im so looking forward for this mod, just hoping that all the work dosent "burn out" TDW (and any other contributors).

Piggy
01-06-11, 04:14 PM
Wonderful news!

I raise a glass of (insert favorite beverage here) to you TDW!

Happy New Year! :woot:

Illyustrator
01-06-11, 04:58 PM
While TDW not will finish work over "Multiple UIs for SH5 with TDC" Mega-Mods will not be...:O:

wamphyri
01-06-11, 07:06 PM
While TDW not will finish work over "Multiple UIs for SH5 with TDC" Mega-Mods will not be...:O:

wait.. what?
:hmmm:

longam
01-06-11, 07:32 PM
wait.. what?
:hmmm:

He's just busy doing other stuff

ajrsilva
01-07-11, 11:59 AM
Hi!
I've just bought the game and played it for a while and i've not installed any mod yet.

DW do u have any prevision when this mod will be released?

Cause if it will be released soon i play a little bit more in the vanilla then mod the game with your super mod.

BTW, DW and all other modders congrats for your great work modding this sim.
I'm looking foward to play the game modded soon.

Thank's

TheDarkWraith
01-08-11, 12:19 PM
I'm uploading v0.0.1 of it currently. Compressed it's ~247MB and uncompressed it's 1.11GB :o (that's without any sound files). What I'm uploading is just the core part of it. I'm pretty sure I have the majority of the incompatibilities and bugs worked out but you all will be able to tell me otherwise as the more people using it the more exposure it gets.

Currently I have one problem that I haven't been able to fix yet. The MCCD part of it is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.

It's current form is for complete beginners to use. You'll have to spice it up with the add-ons from my UIs mod if you want real navigation, no contact colors, etc.

The only 'difficulty' I have enabled is no hydrophone on surface and no aircraft spotting at depth.

Here is what the compilation is comprised of currently:

- TheDarkWraith: RemoveLogoIntro
- SteelViking: SV&Com Underwater Mod
- W_Clear: Environment 5.0
- Sober: sobers base wave mechanics for SH5 V11
- Conus00 and SteelViking: Compatible Conus00's Graphic Mod+SV's work
- SteelViking: SteelViking's Interior Mod v1.2
- SteelViking: Shadow Improvement Mod (High res version)
- ddrgn: U-boat Historical Specifications 1.4
- TheDarkWraith: FX Update_0_0_11_ByTheDarkWraith
- TheDarkWraith & Arclight: FX_Update_0_0_11_BARF_1_3_Full_Fix (Better and Realistic Flotation)
- TheDarkWraith: FX_Update_0_0_11_UHS_Fix
- TheDarkWraith: NewUIs_TDC_6_3_2_ByTheDarkWraith
- Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
- Krauter: Krauters Automated Scripts
- Abd_von_Mumit: Patrol Routine Scripts v 01_02 by AvM
- TheDarkWraith: IRAI_0_0_29_ByTheDarkWraith
- TheDarkWraith: IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
- Oby: AirTorpedoes
- Vickers03: SUB_hyd_fix_SH5
- TheDarkWraith: SubFlags_0_0_6_byTheDarkWraith
- TheDarkWraith: Sub_Exhaust_1_0_5_byTheDarkWraith
- Heretic: MightyFine Crew Mod 1.2.1 Stock w beards
- Athlonic: MCCD_1.04
- Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
- Nisgeis: High Contrast Nav Map with Inverse Shallow Colour - Chart color scheme 3
- thfeu58: Terrain_harbour_flags_Mod_v1_2_1
- doomlordis: Dooms Decks for VIIABC41 1_4
- TheBeast: SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
- Athlonic: Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
- avee: No magic skills v1.5 MCCD compatible
- Venatore: Elite German Black & Copper Torpedo
- Pascal: Pascal uniforms
- Cerberus62: Historical Ship Equipment 1_3
- Ailantd: AilBubbles 1.0
- Ailantd: AilClouds 3_0
- Ailantd: AilSmoke 1_7
- KarlKoch: Speech fixes and additions (english version)
- Cerberus62: Additional Merchant Ships 1.1

oh and the name I've chosen is Magnum Opus. It just fits the mod perfect as it's a compilation of the 'great work' of SH5 :yep:

You install it using JSGME. Couldn't be any simpler.

9thinfSword
01-08-11, 12:26 PM
Awesome DW I just pissed myself with excitement :yep:

Poacher886
01-08-11, 12:30 PM
Fantastic!!! thanks TWD, right on cue, as i was about to take the plunge with the mod soup!, when will it be ready to download, and from where.?

Thanks again

Farinhir
01-08-11, 12:34 PM
I'm uploading v0.0.1 of it currently. Compressed it's ~247MB and uncompressed it's 1.11GB :o (that's without any sound files). What I'm uploading is just the core part of it. I'm pretty sure I have the majority of the incompatibilities and bugs worked out but you all will be able to tell me otherwise as the more people using it the more exposure it gets.

Currently I have one problem that I haven't been able to fix yet. The MCCD part of it is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.

It's current form is for complete beginners to use. You'll have to spice it up with the add-ons from my UIs mod if you want real navigation, no contact colors, etc.

The only 'difficulty' I have enabled is no hydrophone on surface and no aircraft spotting at depth.

Here is what the compilation is comprised of currently:

[...]
You install it using JSGME. Couldn't be any simpler.

Much appreciated.

TheDarkWraith
01-08-11, 12:36 PM
Fantastic!!! thanks TWD, right on cue, as i was about to take the plunge with the mod soup!, when will it be ready to download, and from where.?

Thanks again

well it's 50% uploaded currently. It'll be available as a link from my filefront account like always.

Oh I forgot to mention that some people may experience problems with the oil slicks from the FX Update part of this mod. I've never had a problem with them but some people have them standing on end :hmmm:

Poacher886
01-08-11, 12:42 PM
Just a quick question as i was having trouble trying to load, what was going to be my first mod today, but i will now wait and use your Magnus Opus mod instead!

I've installed JSGME correctly, but where should i download your mod to in order for it to be imported into JSGME after, I ask because after downloading Environment 5.0,to my desktop, when then using JSGME to import it, it cant see it??

I opened it usinf WInZip, but was confronted with 57 files!!, i was hopeing i could just import a single file containing all info for the mod??

THanks

TheDarkWraith
01-08-11, 12:45 PM
Just a quick question as i was having trouble trying to load, what was going to be my first mod today, but i will now wait and use your Magnus Opus mod instead!

I've installed JSGME correctly, but where should i download your mod to in order for it to be imported into JSGME after, I ask because after downloading Environment 5.0,to my desktop, when then using JSGME to import it, it cant see it??

I opened it usinf WInZip, but was confronted with 57 files!!, i was hopeing i could just import a single file containing all info for the mod??

THanks

You'll extract the mod to your desktop. Inside of it you'll find a folder called MODS. In it (currently) contains two mods - the main Magnum Opus and an add-on mod for setting up a scope mod. You'll take the Magnum Opus mod and place in your \Silent Hunter 5\MODS folder. Enable with JSGME. Start game :up:
If you want to enable a scope mod you'll have to read the included documentation in the scope mod add-on mod.

Poacher886
01-08-11, 12:48 PM
Sorry, i have another question.....

Included in your Mega-Mod is your UI mod, im wanting to use your recomended SH5 upgraded version....will the mod default to this or do i need to change files first??

Thanks

TheDarkWraith
01-08-11, 12:59 PM
Sorry, i have another question.....

Included in your Mega-Mod is your UI mod, im wanting to use your recomended SH5 upgraded version....will the mod default to this or do i need to change files first??

Thanks

it defaults to SH5Enhanced version. Whatever my UIs mod defaults to when you download it is what this will default to also.

TheDarkWraith
01-08-11, 01:19 PM
v0.0.1 released. See post #1 for details :|\\

It is important to note that this is just a beta version of the mod for testing/feedback purposes.

mobucks
01-08-11, 01:19 PM
TALLY HO!

DonZorro
01-08-11, 01:49 PM
v0.0.1 released. See post #1 for details :|\\

It is important to note that this is just a beta version of the mod for testing/feedback purposes.

THANKS MASTER!!! YOU ARE THE SILENT GOD... :salute::yeah::rock:

dcb
01-08-11, 02:05 PM
GREAT NEWS! Thanks TDW. Currently, you are the major hope of all those who hope to see SH5 the great game it should be, some day. When others are just bashing it, you give it a new life. Keep up the good work!:rock:

TheDarkWraith
01-08-11, 02:08 PM
GREAT NEWS! Thanks TDW. Currently, you are the major hope of all those who hope to see SH5 the great game it should be, some day. When others are just bashing it, you give it a new life. Keep up the good work!:rock:

People will always bash SH5...those are the ones that are resistent to change. Change is bad for them - they can't handle it. Yes SH5 is a departure from what we know in SH3/4 but I welcome the change. SH5 (with mods) is much more fun to play than SH3/4. The AI is better (with mods), the graphics are stunning, and the immersion level is getting better every day :sunny:

mikaelanderlund
01-08-11, 02:16 PM
:yeah::yeah::yeah:Thanks:sunny::sunny::sunny:

DonZorro
01-08-11, 02:25 PM
:timeout:

http://donzorro.hu/12345/sh5_01.jpg

Poacher886
01-08-11, 02:48 PM
Ok, so i've downloaded it to my desktop...went to open it, but get an error message from WinZip, saying C:\ User \ Desktop is not a valid 7z archive??

How do i open it??

Thanks

TheDarkWraith
01-08-11, 02:51 PM
Ok, so i've downloaded it to my desktop...went to open it, but get an error message from WinZip, saying C:\ User \ Desktop is not a valid 7z archive??

How do i open it??

Thanks

It is zipped in the .7z format. I use ZipGenius to zip everything and you can get it from the internet (free download). I don't think WinZip can unzip .7z files.

TheDarkWraith
01-08-11, 02:52 PM
:timeout:

Looks like a corrupt download to me. Do you have any other mods installed with this one?

Rongel
01-08-11, 02:53 PM
Hi, it seems that you have the same problem with unpacking that I had with TDW's UI Mod. Try using ZipGenius (free download from internet). I'm pretty sure it helps. Winzip can't handle too long path names. :DL

DonZorro
01-08-11, 02:59 PM
Looks like a corrupt download to me. Do you have any other mods installed with this one?

No, this MOD pack installed just... :hmmm:

TheDarkWraith
01-08-11, 03:01 PM
No, this MOD pack installed just... :hmmm:

well let's start with the easy stuff. Edit your \documents\SH5\data\cfg\main.cfg file like below:

[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This will enable dialog boxes to show up onscreen. Run the game. If any error messages pop up take a screenshot of them and send to me please :up:

col_Kurtz
01-08-11, 03:16 PM
v0.0.1 released. See post #1 for details :|\\

It is important to note that this is just a beta version of the mod for testing/feedback purposes.

Does this mean...:hmmm: Here is that?:o And no more... loooong list of a lot of mods? Like thaaaat?:doh:

000 No Logo Intro Menu_Animation v. 01.00 by AvM
001 Accurate German Flags
002 Environment 4.9 MOD
003 Shadow Improvement ModLR
003a sobers base wave mechanics for SH5 V11
005 SteelViking's Interior Mod V1.2
006 Compatible Conus00's Graphic Mod+SV's work
007 No magic skills v1.5 MCCD compatible
008 MightyFine Crew Mod 1.2.1 Alt faces
008a MCCD_1.04_MFCM_1.2.1_compatible
009 Lite Campaign LC 1.2
009a FX_Update_0_0_11_ByTheDarkWraith
009b FX_Update_0_0_11_UHS_Fix
009e FX_Update_0_0_11_BARF_1_3_Full_Fix
010 NewUIs_TDC_6_3_0_ByTheDarkWraith
010a NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope
010b NewUIs_TDC_6_3_0_ERM_Reaper7_NightVision
010c NewUIs_TDC_6_3_0_ERM_Reaper7_NightVision_Black_Ski n
010d MRP_4_3_ratio
010e MRP 5x4 patch
010f NewUIs_TDC_6_3_0_ByTheDarkWraith
011 IO_StrategicMap_2_2_for_TDW_6_0_0
011a IO_MapCourseLine_sharp pencil_mod
012 IRAI_0_0_29_ByTheDarkWraith
012a IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
014 Dooms Decks for VIIABC41 1.4
015 AirTorpedoes
016 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
017 Critical hits 1.1 Torpedos
017a Critical hits v 1.2
018 Enhanced FunelSmoke_by HanSolo78
019 Cerberus62 Additional Merchant Ships 1.0 (Part 1)
019a Cerberus62 Additional Merchant Ships 1.0 (Part 2)
019b Cerberus62 Historical Ship Equipment 1.3
020 Krauters Automated Scripts (v5_0_0 compatible)
021 Patrol Routine Scripts v. 01.02 by AvM
022 U-Boat R & R
023 sobers realistic hydrophone operator SH5
023 sobers silent hud
024 sobers talking conning crew mod
025 Speech fixes and additions (german version)
026 U-Boat Ballast Tanks SFX
027 SUB_hyd_fix_SH5
028 U-Boat Propulsion SFX
029 Unterseeboot II SFX
030 German U-Boat Hydrophone SFX
030 Trevally Harbour & Kiel Canal Pilot v2.4
034 Trevally TDC Checker
035 SubFlags_0_0_6_byTheDarkWraith
DeckGunMod
Periscopes by Torpedo


I can`t believe that life will become simple.:rock::rock::rock::yeah::salute:

col_Kurtz
01-08-11, 03:19 PM
well let's start with the easy stuff. Edit your \documents\SH5\data\cfg\main.cfg file like below:

[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This will enable dialog boxes to show up onscreen. Run the game. If any error messages pop up take a screenshot of them and send to me please :up:

Maybe this Man and his small guide give an answer?:)
http://www.subsim.com/radioroom/showpost.php?p=1396851&postcount=2299
Just trying to help:)

DonZorro
01-08-11, 03:21 PM
well let's start with the easy stuff. Edit your \documents\SH5\data\cfg\main.cfg file like below:

[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This will enable dialog boxes to show up onscreen. Run the game. If any error messages pop up take a screenshot of them and send to me please :up:

I change the CFG file, but there isn't a pop up anywhere... :cry:
Just the linked menu picture.
I start one mission, CTD without error message... :wah:

Zedi
01-08-11, 03:22 PM
People will always bash SH5...those are the ones that are resistent to change. Change is bad for them - they can't handle it. Yes SH5 is a departure from what we know in SH3/4 but I welcome the change. SH5 (with mods) is much more fun to play than SH3/4. The AI is better (with mods), the graphics are stunning, and the immersion level is getting better every day :sunny:

Agree, SH has the most conservative players in the world and they are very resistant to changes. We are very lucky with you here TDW and even I dont use all your mods, I consider you the best moder on susbim now. You really deserve the moder of the year title, no doubt about. :salute:

col_Kurtz
01-08-11, 03:26 PM
Cerberus62 Historical Ship Equipment 1.1 http://www.subsim.com/radioroom/showthread.php?t=175455&highlight=Cerberus62
Vikinger Lite_Campaign_LC_1.2 http://www.subsim.com/radioroom/showthread.php?t=164601
KarlKoch Speech_fixes_and_additions_(english_version)_V1.0 http://www.subsim.com/radioroom/showthread.php?t=174063&highlight=speech+fixers

KarlKoch Speech_fixes_and_additions_(german_version)_V1.0:O :

Ok, got it (DL Magnum Opus)... Let`s dance lol.

Poacher886
01-08-11, 03:26 PM
Im gutted, ZipGenius is a no go for us W7 x64 users, seems i wont be able to open the file after all the wait.:down:

All i get is "Access violation at address 0083CBEB in module 'Zipgenius.exe' Read of address 0000000.

I've installed it twice, and the same effect....the site does state that it is working on a x64 bit version....guess i'll have to wait!

TheDarkWraith
01-08-11, 03:28 PM
Im gutted, ZipGenius is a no go for us W7 x64 users, seems i wont be able to open the file after all the wait.:down:

All i get is "Access violation at address 0083CBEB in module 'Zipgenius.exe' Read of address 0000000.

I've installed it twice, and the same effect....the site does state that it is working on a x64 bit version....guess i'll have to wait!

I have ZipGenius installed on Win7 64. No problems.
I'm using version 6.3.1.2552

ddrgn
01-08-11, 03:32 PM
People will always bash SH5...those are the ones that are resistent to change. Change is bad for them - they can't handle it. Yes SH5 is a departure from what we know in SH3/4 but I welcome the change. SH5 (with mods) is much more fun to play than SH3/4. The AI is better (with mods), the graphics are stunning, and the immersion level is getting better every day :sunny:

Thank you TDW! This collaboration contains some of the finest modifications in the SH series and in simulations overall. Kudos to all involved!:salute:

TheDarkWraith
01-08-11, 03:41 PM
Im gutted, ZipGenius is a no go for us W7 x64 users, seems i wont be able to open the file after all the wait.:down:

All i get is "Access violation at address 0083CBEB in module 'Zipgenius.exe' Read of address 0000000.

I've installed it twice, and the same effect....the site does state that it is working on a x64 bit version....guess i'll have to wait!

might also try this: http://www.subsim.com/radioroom/showpost.php?p=1567444&postcount=5883

jwilliams
01-08-11, 03:56 PM
Magnum Opus v0.0.1 (BETA version for testing/feedback purposes)

This mod is a compilation of the 'great work' of SH5.


TheDarkWraith :|\\


You sir, are a star. :up:

Downloading now... :D

Thank you for putting this together.

:salute:

THE_MASK
01-08-11, 03:57 PM
MCCD part of mod is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.
Thats because you need no magic skills first .
Then MightyFine Crew Mod 1.2.1 Alt faces or beards.
Then MCCD_1.04_MFCM_1.2.1_compatible.

Why 2 of the same mod ?
# - Athlonic: MCCD_1.04
# - Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
isnt the first one if you dont use MFCM and the second one if you do ?

Poacher886
01-08-11, 04:01 PM
Thanks for the help, already tried 7-Zip, that does'nt work either!, 7-zip, says its not the right archive or something, The others just give me some babble about addresses or something. I've un-installed / re-installed them numerous times to check!

Your file 'Magnus Opus' is just sitting on my desktop mind, should i put it somewhere else, or would that not make a difference?

In all fairness, when i down loaded your mod, it got to 195mb and came to a halt, then after about 15min, it suddenly said it was finished despite the original download claiming to be 240mb? do you think the download is corrupted.

Only thing is it will take me another 1hr 30min to download again!

TheDarkWraith
01-08-11, 04:03 PM
MCCD part of mod is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.
Thats because you need no magic skills first .
Then MightyFine Crew Mod 1.2.1 Alt faces or beards.
Then MCCD_1.04_MFCM_1.2.1_compatible.

Why 2 of the same mod ?
# - Athlonic: MCCD_1.04
# - Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
isnt the first one if you dont use MFCM and the second one if you do ?

well that might be exactly why :up: Now I'll have to play around with it :yep:

TheDarkWraith
01-08-11, 04:04 PM
Thanks for the help, already tried 7-Zip, that does'nt work either!, 7-zip, says its not the right archive or something, The others just give me some babble about addresses or something. I've un-installed / re-installed them numerous times to check!

Your file 'Magnus Opus' is just sitting on my desktop mind, should i put it somewhere else, or would that not make a difference?

In all fairness, when i down loaded your mod, it got to 195mb and came to a halt, then after about 15min, it suddenly said it was finished despite the original download claiming to be 240mb? do you think the download is corrupted.

Only thing is it will take me another 1hr 30min to download again!

If the file size isn't 240.46MB it's definitely corrupt.

col_Kurtz
01-08-11, 04:11 PM
MCCD part of mod is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.
Thats because you need no magic skills first .
Then MightyFine Crew Mod 1.2.1 Alt faces or beards.
Then MCCD_1.04_MFCM_1.2.1_compatible.

Why 2 of the same mod ?
# - Athlonic: MCCD_1.04
# - Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
isnt the first one if you dont use MFCM and the second one if you do ?

:up: Yes... I got stock crew... with this funny Pirat one-eyed matie:nope:
@sir TDW

Checked Historcical Mission TDW Torp Tutorial:up: Work ok:yeah:
For me... color of the map is to... blue. This is my first impresive. I like IO Strategic Map and the same light colors in TAI map. And Sharp Pencil mod.
Exept these, everything looks great!

Poacher886
01-08-11, 04:11 PM
Thanks TDW, the file size was 195mb....clearly there was a hitch downloading, i've got shot of the file and am downloading your file again.

Im going to play this tonight even if i have to stay up till tommorow!!:yep:

TheDarkWraith
01-08-11, 04:14 PM
:up: Yes... I got stock crew... with this funny Pirat one-eyed matie:nope:
@sir TDW

Checked Historcical Mission TDW Torp Tutorial:up: Work ok:yeah:
For me... color of the map is to... blue. This is my first impresive. I like IO Strategic Map and the same light colors in TAI map. And Sharp Pencil mod.
Exept these, everything looks great!

Like I said this is BETA for testing and feedback purposes. We can tailor it to what it needs to be for an official release :up: We'll see what other people think about it and make a decision based on everyone's input.

As you see sober seems to have already figured out my problem with the MCCD part of the mod.

The menu.txt files for all the languages need to be updated still also. I don't speak or write anything other than English so the community will have to pitch in here.

THE_MASK
01-08-11, 04:25 PM
Sobers also going camping for 3 days . No internet nutin .

THE_MASK
01-08-11, 04:30 PM
Also with no magic skills , i suggest to make the first special meal ability cost no points . Thats because if you use the silentotto hack you cannot use the special meals until you can use points back in base . Because you have no points when starting .

TheDarkWraith
01-08-11, 04:35 PM
Also with no magic skills , i suggest to make the first special meal ability cost no points . Thats because if you use the silentotto hack you cannot use the special meals until you can use points back in base . Because you have no points when starting .

good to know :up:

dcb
01-08-11, 04:50 PM
Hi TDW

After playing few missions with the Magnum Opus installed (+ a few sound mods), I ran into a couple of problems:
- With the SH3 style UI enabled, the time compression factor is not displayed (on the upper right corner bar, near the radio contacts range). There are the + - signs, with nothing displayed between them, just the grey background of the bar.
- There is no script displayed in the Automation window. All three columns are empty. (I'm inept with using scripts, so maybe I just didn't get it right).

Otherwise, the megamod is fantastic, with a great immersion factor:up:

harag
01-08-11, 05:28 PM
TDW, Glad to see the Mega mod is in beta, great news!

I noticed you didn't have "MightyFine Less Annoying Footstep Sounds for SH5" in your list, and as I don't know a lot of those in the list can i suggest you add this one to it? or is there already one?

Cheers.


MightyFine Less Annoying Footstep Sounds for SH5
------------------------------------------------
by Heretic 4 March 2010
MightyFine Industries
Creamed Corn Division

This is a very simple mod to replace the annoying sounds when walking on a metal surface to the much more subdued walking on wood sounds.

Install with JSGME

Poacher886
01-08-11, 05:31 PM
Oh dear, its one headache after another!.

I downloaded the 'Magnus Opus', file to my desktop again, this time it worked correctly, and i was able to open it via WinZip!, i was then faced with 2775 odd files, which i looked through trying to find the one called MODS, to open and copy/paste into my Silenthunter 5 MODS folder.

After some time with no success in finding the file, i re-read you instructions and figured you ment copy paste the whole downloaded file (Magnus Opus) into the SH5 MODS folder which i did (it still has the WinZip logo on it!), i then went and opened JSGME, but alas the mod was not there to activate!!

Any chance of a quick picture demo or something....this is driving me insane!:damn:

Thanks


Edit: Ok, im a dick, using the simplier 7-Zip, i realised i had'nt extracted the files!!!!..its noe in JSGME, i'll give it a go.

Poacher886
01-08-11, 05:54 PM
Feedback.

Right, i've activated the mod through JSGME, and loaded SH5, which loaded as normal and good, given there is no differences to the title screen, and i have'nt played SH5 before, how will i knoe straight after starting a campaign that the mod is installed.

Whats bothering me, is seeing in your collection a mod that says "Remove logo intro".....well my game loaded as standard i.e the Ubisoft logo was there and the starting film etc..!!

Thanks again....nearly there!

rsvette12
01-08-11, 05:59 PM
Amazing work Sir wow incredible :yeah::yeah::yeah: takes quite a while to load but this is like a new much better sim with amazing options to pick from huge thanks and to all the others that had contributed there mods. :salute:

Regards, Rich

rsvette12
01-08-11, 06:00 PM
Do you plan on changing the start-up screen, that would be coooool. :salute:

Regards, Rich

jwilliams
01-08-11, 06:10 PM
Feedback.

Whats bothering me, is seeing in your collection a mod that says "Remove logo intro".....well my game loaded as standard i.e the Ubisoft logo was there and the starting film etc..!!

Thanks again....nearly there!

No the mod has not been enabled!!!!

1st go to your mods folder (for me its D:\Games\simulator\SH5/mods).

inside this folder open up Magnum_Opus_v0_0_1 and inside should be 2 folders... 1 called data and the other documentation.

if this is not the case then u have put the wrong folder into your MODS folder.

i suspect that you've prob got just one folder called MODS inside your Magnum_Opus folder.... if so then you need drag this folder to your desktop and open it up. Inside you'll find 2 folders.

Magnum_Opus_scopes (do not enable)
Magnum_Opus-v0_0_1

you need to put this Magnum_Opus_v0_0_1 folder into your SH5\mods folder then activate with Generic Mod Enabler.

bart
01-08-11, 06:12 PM
HUGE thanks to everyone that's contributed to this brilliant and long awaited mod. :rock:

Special thanks to TDW.....well done sir. :salute:

Poacher886
01-08-11, 06:41 PM
No the mod has not been enabled!!!!

1st go to your mods folder (for me its D:\Games\simulator\SH5/mods).

inside this folder open up Magnum_Opus_v0_0_1 and inside should be 2 folders... 1 called data and the other documentation.

if this is not the case then u have put the wrong folder into your MODS folder.

i suspect that you've prob got just one folder called MODS inside your Magnum_Opus folder.... if so then you need drag this folder to your desktop and open it up. Inside you'll find 2 folders.

Magnum_Opus_scopes (do not enable)
Magnum_Opus-v0_0_1

you need to put this Magnum_Opus_v0_0_1 folder into your SH5\mods folder then activate with Generic Mod Enabler.


Thanks Very much....you were right, and it now works as expected!!!

One thing though, i've just started my first campaign, and expected to start in a U-boat pen with the Atlantic in fornt of me.....except im stuck in the middle of a Tutorial!!!!!
Seriously, im finding it hard to even bare it.....is there any way i can avoid this forced non-sence.

Thanks

Illyustrator
01-08-11, 06:50 PM
TheDarkWraith, congratulate You and All Modders, and as patient Testers on this long-awaited event. To me it is especially pleasant, that Mega-Mod is called «Magnum Opus».:DL
Huge to all of you Thanks for your work!!!:salute:
We continue to work...

TheDarkWraith
01-08-11, 06:59 PM
Thanks Very much....you were right, and it now works as expected!!!

One thing though, i've just started my first campaign, and expected to start in a U-boat pen with the Atlantic in fornt of me.....except im stuck in the middle of a Tutorial!!!!!
Seriously, im finding it hard to even bare it.....is there any way i can avoid this forced non-sence.

Thanks

yes there is. If you open up the \documents\SH5\data\CareerHistory.cfg file you'll find an entry:

HasCompletedTutorial=true

Make it say 'true' as above and then start another campaign. Recommend deleting your 'started' campaign and then remaking it. It will ask you if you want to skip the tutorial - say yes :up:

col_Kurtz
01-08-11, 07:14 PM
Like I said this is BETA for testing and feedback purposes. We can tailor it to what it needs to be for an official release :up: We'll see what other people think about it and make a decision based on everyone's input.

As you see sober seems to have already figured out my problem with the MCCD part of the mod.

The menu.txt files for all the languages need to be updated still also. I don't speak or write anything other than English so the community will have to pitch in here.

Yes of course Sir.
This is a real pleasure play this game right now with this stuff. I wrote - in my opinion, I know this is beta... but this beta vs stock SH5 is a release, isn`t? :smug:
My english is very poor... so sometimes some misunderstanding - for give me:oops: My intentions were good anyway. Looked into .py and I thought that something has simply overlooked.
Personally, I like pastels and soft colors. I `m playing ... not only me, I think, mainly in the dark, and I think bright colors shocked eyes.But... As i said it is my personal opinion. It`s working and this is a big deal:rock::yeah:

And here I would like to thank everyone who contributed to the creation of THIS MOD. In whole and in detail.

longam
01-08-11, 07:53 PM
Great, let the testing begin...

TheDarkWraith
01-08-11, 08:32 PM
Great, let the testing begin...

Already have patch 1 for this. Got some great feedback already :up:
- Fixed the missing crew dialog options in their crew dialog boxes
- fixed a problem with timers not starting sometimes with career
- added Heretic's less annoying footsteps
- some others

Poacher886
01-08-11, 08:36 PM
Thanks guy's for the support, especially TDW, i decided in the end to wip through the tutorial in the last hour anyway...

If im honest, its hard for me to give much feedback at present,because although the mods i did notice were excellent,the tutorial was in the dark and im still getting over the shock coming from SH3/4!!

The only two things i noted at present, were 'shift+z' removes the UI, which was an absolute must for me, as i dont like to have any "gadgets" on the screen when playing (unless i need to make a quick order), but i could not get rid of the camera settings at the top of the screen, which being white are kind of annoying especially in the dark...is there a way to remove them when needed?

Also, in a deparate bid to dock at keil,(last tutorial mission) so i could set of tomorrow from the base in the real campaign; i time compressed all the way back to port, stopping just short....but when i returned to the bridge, my screen was black!!!

All orders were carried out, and sound was fine, but i could see nothing!, luckily i managed to guide myself in to a docking situation without collision. I returned to title page, then loaded up my position again and all was fine!, to early to tell if this is a bug, or just a funny five minutes for my PC.?

Im going hit the sack now, i'll have a proper go at this tomorrow.

Thanks again

TheDarkWraith
01-08-11, 08:41 PM
The only two things i noted at present, were 'shift+z' removes the UI, which was an absolute must for me, as i dont like to have any "gadgets" on the screen when playing (unless i need to make a quick order), but i could not get rid of the camera settings at the top of the screen, which being white are kind of annoying especially in the dark...is there a way to remove them when needed?

yes you can disable the camera bar by adjusting the options file. You also might want to look into setting the scrollable items to scroll. That way they don't show on the screen until you mouse into their area. Much better than using shift+z all the time :up:

ustahl
01-08-11, 09:46 PM
Hi TDW! :salute:

I'd like to propose to incorporate following marvelous intro background video http://www.filefront.com/17503458/Das-Boot-Departure-Theme.7z/ by Yoram/Torpedo: http://www.subsim.com/radioroom/showthread.php?t=163605&page=3. OK, it's 60 MB big, but it surely gets you in the right mood when launching SH5.

Question:
Is there an easy way to restore stock U-Boot skins or get rid of a) Dooms Decks and b) The Beast's Grime_Weathered skin? :arrgh!:

jwilliams
01-08-11, 10:11 PM
possible bug in the 0.0.1 beta release....

SH5 enhanced version

The officer panel, Navigator... the return to course is greyed out. unable to use this to return to course.

Work around is to use the return to course button on the compass.

*****update*****

Seems a reload fixed it.... not sure how it was caused. i'd been messing around with the camera views shortly before..... fixed now.

dcb
01-09-11, 12:59 AM
TDW, sorry to bother, but any idea for the two issues I mentioned earlier, i.e. here:
http://www.subsim.com/radioroom/showpost.php?p=1569880&postcount=392

TheDarkWraith
01-09-11, 01:06 AM
TDW, sorry to bother, but any idea for the two issues I mentioned earlier, i.e. here:
http://www.subsim.com/radioroom/showpost.php?p=1569880&postcount=392

I set the mod to SH3Style and didn't have any of the problems you mentioned :hmmm: Can you enable script debugging and modding and then run the game and see if any error messages pop up?


Patch 1 for Magnum Opus has been released. EVERYONE needs this patch, even those just downloading the mod for the first time. See post #1 for details :|\\

I've been getting some great feedback! Keep it coming. That's the only way I'm going to fix the errors/bugs you all encounter.

PL_Andrev
01-09-11, 02:57 AM
What about this mod?

AOTD_MAdMAx Funelsmoke, Planes and Sounds - fix some major bugs of SH5.

http://www.subsim.com/radioroom/showthread.php?t=164210

ustahl
01-09-11, 03:45 AM
It has been repeatedly suspected that W_clear's superb Environment mod may cause inexplainable CTDs. Here's a fix from ACSoft, that fixes some inconsistencies in some of that mod's configuration files (climate zones etc.), and since using this fix I've never had a CTD anymore. Water colour shades seem more realistic for North Atlantic, too (less tropical colour).
http://www.acsoft.ch/Silent%20Hunter/silent_hunter.html :know::up:
This fix should not detract any credit from W_clear for his great mod, it just enhances it. :yep:

I'm hopeful ACSoft will give permission to include this Environment Sub-mod in Magnus Opus.

dcb
01-09-11, 03:59 AM
Can you enable script debugging and modding and then run the game and see if any error messages pop up?

I did this and got a bunch of error messages (about 10 of them), both in the game loading screen and after the mission loading screen. I saved them as screen captures and will post them here tonight, after I set myself a photobucket account.
Alternately, I can send them to you by e-mail this evening, because now I must got to work (yes, I do work on Sundays:cry:).

Thanks,

dcb

harag
01-09-11, 06:11 AM
When I do a hard rudder port/starboard using the keyboard it says

180 degrees rudder to port/starboard.

shouldn't that be 40?

Poacher886
01-09-11, 06:38 AM
yes you can disable the camera bar by adjusting the options file. You also might want to look into setting the scrollable items to scroll. That way they don't show on the screen until you mouse into their area. Much better than using shift+z all the time :up:


Thanks,
Firstly do i need to de-activate the mod in JSGME, then adjust the files and then re-install, and secondly, what do i adjust which file to be able to switch the camera settings on/off.?

Also, i was not able to use the 'Free camera'...it seemed when i selected it on the bridge, i was able to use the WSAD keys to go left/right/forward/back away from the U-boat, but not freely move into the air and pan around the U-boat?.....i have my settings on 100% realistic except for External camera.
That said, i was a bit confused when starting the campaign and it gave me difficulty settings, which i switched to 'Realistic' thinking it was refering to campaign difficulty....perhaps this is linked to the % settings in the title screen?

Also from my small time playing last night, i would suggest incorperating any mod that stops the deck gun being an automatic, any mod that gives torpedos more real and varied effect (i.e where you hit makes a difference), and any mod that makes the ships sink in a realistic and varied fasion...and not inn a ball of flames all the time.
Im pretty sure i've already spotted mods for the said querys, but it would be nice to see them tested and part of your complete compliation.

Thanks

col_Kurtz
01-09-11, 07:01 AM
Thanks,
Firstly do i need to de-activate the mod in JSGME, then adjust the files and then re-install, and secondly, what do i adjust which file to be able to switch the camera settings on/off.?

Also, i was not able to use the 'Free camera'...it seemed when i selected it on the bridge, i was able to use the WSAD keys to go left/right/forward/back away from the U-boat, but not freely move into the air and pan around the U-boat?.....i have my settings on 100% realistic except for External camera.
That said, i was a bit confused when starting the campaign and it gave me difficulty settings, which i switched to 'Realistic' thinking it was refering to campaign difficulty....perhaps this is linked to the % settings in the title screen?

Also from my small time playing last night, i would suggest incorperating any mod that stops the deck gun being an automatic, any mod that gives torpedos more real and varied effect (i.e where you hit makes a difference), and any mod that makes the ships sink in a realistic and varied fasion...and not inn a ball of flames all the time.
Im pretty sure i've already spotted mods for the said querys, but it would be nice to see them tested and part of your complete compliation.

Thanks

Known issue. If you set your game Options at start the game to 100% - Main screen, after load saved game - in the port, press Esc, and again go to Gameplay Settings
http://naforum.zapodaj.net/68a717f729a3.jpg.html
and one more time the same setin`up. Yeah, I know, a little boring. But it did UBI.
You also can edit it here...
C:\Documents and Settings\oem\My Documents\SH5\data\cfg\GameplaySettings.cfg BUT! this is for Main Settings, not for gameplay.
My setup:
[MiscSettings]
CurrentNation=German
MeasurementUnits=authentic<---- I chnaged this to metric, and as You see there is again authentic:shifty:

[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=false
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=false
MPShowPlayerNames=false
MPShowTorpedoes=false
NoShipHealthBar=true
NoGunProjectilePath=true

This path is for WinXP - I don`t knonw about Win7 or Vista.

James Cook
01-09-11, 07:43 AM
first of all: thank you mister wraith and all of you other modders. after a couple of hours playing im very amused with this piece of work and all the gimmicks anf gadgets making time worth playing the game again...
feedback:
-experienced serious fps issues in patrol area. especially when convoys
nearby; my modlist: magnum opus+patch-climatezones acs5.0-
aildeckwave1.0-dbsmmusic1.05-reduced mission tonnagev02-keyboard
german v.06
my specs: sh5 1.2, vista64, coreduo e8400, 4gig ram, geforce 280gtx oc
ran the game with all the single mods i.e. env5.0, dbsm, multiple uis, tdws fx,etc before and it went pretty fluid. min 40-50fps i think. any ideas, guys?
-is there a possibility to get the special abilities back? felt pretty comfortable
running the boat with 23kts:arrgh!:.

thanks.

Poacher886
01-09-11, 07:45 AM
Thanks, i'll check settings while in the U-boat pen.

Slightly off topic, but i've just started a new campaign, and i cant seem to find any obvious way of getting from the U-boat Pen, into my dam U-Boat Lol!!!

No obvious route or options??? please help, so i wont be stuck looking at my boat all day!!

Thanks

Edit: Ignore my post, someone has answered it. Only trouble for me is getting used to who i can interact with without all the Halo's etc..(don't get me wrong, its much better this way!)

thfeu58
01-09-11, 08:46 AM
Hi mate,

great job and a terrific performance :yeah:.

Greeting
thfeu58

panosrxo
01-09-11, 08:55 AM
Great Job. Congratulations to everybody who contributed to this mod.

I experience crash to desktop when on map and TC x256.


Generic Mod Enabler - v2.6.0.157
[G:\Ubisoft\Silent Hunter 5\MODS]

D3Dfix
German U-Boat Hydrophone SFX
Magnum_Opus_v0_0_1
ClimateZones ACS 5.0
NewUIs_TDC_6_3_0_ByTheDarkWraith

Silent Steel
01-09-11, 09:02 AM
-experienced serious fps issues in patrol area. especially when convoys
nearby... it went pretty fluid. min 40-50fps i think. any ideas, guys?



I think you should consider trying the mod d3d_antilag101.zip
Download it here http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)

Follow the instructions provided and put the two files (antilag.cfg and antilag.cfg) in your C:\Ubisoft\Silent Hunter file (where the sh5.exe is).

The antilag.cfg can you tweak to your taste but I'd suggest you at first try this:
RenderAheadLimit=2
FPSlimit=35

Of course you can try other settings but these work smoothly! :yeah:

Obelix
01-09-11, 09:05 AM
Great Job. Congratulations to everybody who contributed to this mod.

I experience crash to desktop when on map and TC x256.


Generic Mod Enabler - v2.6.0.157
[G:\Ubisoft\Silent Hunter 5\MODS]

D3Dfix
German U-Boat Hydrophone SFX
Magnum_Opus_v0_0_1
ClimateZones ACS 5.0
NewUIs_TDC_6_3_0_ByTheDarkWraith

Why do you have installed yet NewUIs_TDC_6_3_0_ByTheDarkWraith? He is a mega-mod! Megamod made on the basis NewUIs_TDC_6_3_2_ByTheDarkWraith

panosrxo
01-09-11, 09:20 AM
Why do you have installed yet NewUIs_TDC_6_3_0_ByTheDarkWraith? He is a mega-mod! Megamod made on the basis NewUIs_TDC_6_3_2_ByTheDarkWraith

It is patch 3 only

TheDarkWraith
01-09-11, 09:23 AM
It is patch 3 only

patch 1 for Magnum Opus contains any changes I made to NewUIs...threre's no need to have it.

panosrxo
01-09-11, 10:02 AM
Ok fixed that. But again I cant get above x256...
I try that with Historical Mission at Gibraltar

TheDarkWraith
01-09-11, 10:15 AM
Great Job. Congratulations to everybody who contributed to this mod.

I experience crash to desktop when on map and TC x256.

I've noticed that when using Historical missions the game will CTD at a given certain time all the time (stock or modded).

When this CTD happens, are you in campaign or a historical mission? Can you get the CTD to happen at the exact in-game time every time (it is repeatable)? If it is repeatable, does lowering (or raising) the TC level before the in-game time still cause the CTD?

raymond6751
01-09-11, 10:27 AM
You'll extract the mod to your desktop. Inside of it you'll find a folder called MODS. In it (currently) contains two mods - the main Magnum Opus and an add-on mod for setting up a scope mod. You'll take the Magnum Opus mod and place in your \Silent Hunter 5\MODS folder. Enable with JSGME. Start game :up:
If you want to enable a scope mod you'll have to read the included documentation in the scope mod add-on mod.

You don't want a folder Mods inside your SH5/Mods folder. You want to merge the two Mod folders into SH5/Mods. Inside your SH5/Mods folder there should be folders for each mod that you own, but no folder called Mods.

warlimont
01-09-11, 10:29 AM
could someone post tdw's link to his filefront site here? i dont have it.

thanks

panosrxo
01-09-11, 10:43 AM
I've noticed that when using Historical missions the game will CTD at a given certain time all the time (stock or modded).

When this CTD happens, are you in campaign or a historical mission? Can you get the CTD to happen at the exact in-game time every time (it is repeatable)? If it is repeatable, does lowering (or raising) the TC level before the in-game time still cause the CTD?

It only happens in historical missions. I enabled debugging and now I can get above x256. Strange?

Trying to get passed Gibraltar with this mod is madness.:yeah::yeah:

TheDarkWraith
01-09-11, 10:55 AM
Trying to get passed Gibraltar with this mod is madness.:yeah::yeah:

The IRAI part of this mod will challenge you ;)

So how is everyone's framerates (fps)? I included the high res version of SteelViking's shadow mod which can be a real frame killer on some computers. Do I need to step it down to his low res version? :06:

panosrxo
01-09-11, 11:00 AM
The IRAI part of this mod will challenge you ;)

So how is everyone's framerates (fps)? I included the high res version of SteelViking's shadow mod which can be a real frame killer on some computers. Do I need to step it down to his low res version? :06:

I believe that you should include an option.

col_Kurtz
01-09-11, 11:19 AM
I believe that you should include an option.

Yes:up:

@TDW
What about Lite Campaign LC 1.2? In the first mission Brit Supplies and Coastal Waters: 50 000 tns, and 100 000 tns. Magic skills?
CTD at leaving Kiel (Sept 20 1939) when I touched the Gunner?. At first touch dialog box flashing and missing, next touch, the same. And at last: Keep going = CTD.

BigBANGtheory
01-09-11, 12:23 PM
I have only just downloaded this, a quick look through the list on page 1 and I notice Trevally's tutorials are not listed. I think they would be a worthy addition...

TheDarkWraith
01-09-11, 12:33 PM
I have only just downloaded this, a quick look through the list on page 1 and I notice Trevally's tutorials are not listed. I think they would be a worthy addition...

:o Yes they should be. I completely forgot them :oops:

marleymen
01-09-11, 12:51 PM
Cerberus Aditional Ships aren´t too. I think they are in the supermod because i have seen a .txt from them.

*TDW, take a look at what ACDSoft made to W_Clear´s job. I´m using it with no CTD.

James Cook
01-09-11, 01:14 PM
I think you should consider trying the mod d3d_antilag101.zip
Download it here http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)

Follow the instructions provided and put the two files (antilag.cfg and antilag.cfg) in your C:\Ubisoft\Silent Hunter file (where the sh5.exe is).

The antilag.cfg can you tweak to your taste but I'd suggest you at first try this:
RenderAheadLimit=2
FPSlimit=35

Of course you can try other settings but these work smoothly! :yeah:


thank you very much. looks like it works out for me!:salute:

MRGreeny74
01-09-11, 01:33 PM
So how is everyone's framerates (fps) ? I included the high res version of SteelViking's shadow mod which can be a real frame killer on some computers. Do I need to step it down to his low res version? :06:

i7-870
480 GTX
Windows 7 x64
6 GB 1033 Dual-Channel

Anything runs fine except the damn explosions (Framerate drops from 60 with V-Synch ON to the lowest 25 FPS ). Maybe not a reference system for all users but just a simple feedback from my system.

Thank you very much for all your hard work.

Capt Sinbad
01-09-11, 01:38 PM
downloaded it, patched it and installed it. I am utterley blown away!! TDW you are amazing my friend. It truly is a mega-mod :yeah:



ps anyone know how to turn the sound up on my gramaphone? it's very quiet and i want to enjoy some classical music whilst in action. The sound of the game is no problem.

cheers

Chrisi078
01-09-11, 02:38 PM
Silent hunter 5 crashes with the mod:wah:

TheDarkWraith
01-09-11, 02:45 PM
Silent hunter 5 crashes with the mod:wah:

We need a little more detail than this. When does it crash? What was happening when it crashed? Details, we need details :yep:

antier
01-09-11, 03:29 PM
Installed today the Magnum Opus v0.0.2 by TheDarkWraith (with patch)...

FPS are dramatically down to 10 instead of 90 with all "classical" mods installed (included TDW NewUis 6_2_3) !

Something is going wrong for me with this MegaMod ! But impossible to say where is located the problem :doh:

Edit : 8 Go Ram, intel Core Extreme QX9650, ATI 5870, Vista 64,...

TheDarkWraith
01-09-11, 03:38 PM
Installed today the Magnum Opus v0.0.2 by TheDarkWraith (with patch)...

FPS are dramatically down to 10 instead of 90 with all "classical" mods installed (included TDW NewUis 6_2_3) !

Something is going wrong for me with this MegaMod ! But impossible to say where is located the problem :doh:

Edit : 8 Go Ram, intel Core Extreme QX9650, ATI 5870, Vista 64,...

I have SteelViking's high resolution shadow improvement mod enabled in it. That's probably why. I'll be releasing another patch here soon that will provide more options :up:

col_Kurtz
01-09-11, 04:20 PM
The IRAI part of this mod will challenge you ;)

So how is everyone's framerates (fps)? I included the high res version of SteelViking's shadow mod which can be a real frame killer on some computers. Do I need to step it down to his low res version? :06:
No good for me.
Unstable 10-15 at port. At open sea about 60-70/from 20 to 70/Both jumping, probably CPU tacting:shifty: Low end desktop. No AA, no AF. Shadows in the game at half, terrain details the same.

Poacher886
01-09-11, 04:49 PM
OK, i've had a good bash at this now by starting my first campaign. Because i've not played SH5 until now, i cant compare it to original, but now i've got a feel fo the difference in controls to SH3/4 i think its great!!

I have everything maxed out both in game and via Nvidia control panel, and @1920x1200 res im getting approx 45-80+Fps (depending on where im at) with my Q9550@3950 and GTX570, so yea its all smooth for me!

I have a couple of niggling issues and a few questions.....

1. PLease..PLEASE, stop the man saying "Were in shallow waters sir" every 1-2min for the entire duration from Keil to North sea entrance!!!, I know were in shallow waters, because i decided to go there!! and the flashing shallow water icon is more than sufficient. If like me you play at least 2hours of real time travel each day, it becomes game destroying.

2. As suggested by others, i think the campaign tonnage expectency is to high and should be reduced.....to coincide with a more realistic amount of encounters with the enemy. i.e reduced to real levels!

I also have a few questions....

1. Luckily, i have'nt encountered the enemy yet as i have not the faintest idea on how to find its range / speed....despite all the manual TDC dials, there does'nt seem to be the option to use a Stadimeter / speed solution as per SH3/4 ???

2. I notice (unbeliveably) you dont get assigned a U-boat number when starting a campaign, however, i did spot one top left of the Captins log page (I think), is this your doing?, im guessing there random? and thanks if this is the case.

3. I notice when talking with the crew, that some dialog is locked out and red. i.e The radio man has the option of being asked "Try to catch some news on the radio", which would be great if it worked.

Apart from the said issues/questions all is great for me so far with no crashes either.

Thanks

BigBANGtheory
01-09-11, 05:18 PM
I am seeing the rear splash/spray effect on the back of the conning tower instead of behind the propellors. I am not sure if this is by design I am not used to seeing it there and thought it worth mentioning.

FPS rate looked fairly normal to me, I do not use the DX9 framerate tweak as yet.

panosrxo
01-09-11, 05:36 PM
One question regarding radio messages:
I received one, coming from a ship saying it lost a propeler. The message gives the location of the ship. If I go there, will I find it??

col_Kurtz
01-09-11, 05:47 PM
So... this is really surprised me :o Almost... almost! This is Brunstbuttel, am I right? So where is it exactly. Oh my God...
I passed this way... I`m not sure how many times (Opus Magnum Mod of course) and I see it the first time! Previously, I had a collision with another ship. Harbour Pilot failed this time. After loading the game from autosave plotted new course and I see it...

http://naforum.zapodaj.net/thumbs/f2b1c3e6a1ee.jpg (http://naforum.zapodaj.net/f2b1c3e6a1ee.jpg.html)

http://naforum.zapodaj.net/thumbs/9675666c5f09.jpg (http://naforum.zapodaj.net/9675666c5f09.jpg.html)

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_1.0

Anybody noticed that?

Chrisi078
01-09-11, 05:48 PM
when starting a mission or career, I still ended up on the desktop with no error meltung

marleymen
01-09-11, 06:20 PM
@TDW How about adding to "Magnus Opus" Critical Hits Mod (for Torpedos and Deck gun) ?

Take a look:

http://www.subsim.com/radioroom/showthread.php?t=163930&highlight=critical+hits

http://www.subsim.com/radioroom/showthread.php?t=163663&highlight=critical+hits

And another request, A fistfull of emblems.

And a question, wich files should I delete to return to original NavMap? I don´t like how it looks. Thanks.

Thanks for your patience

Rongel
01-09-11, 06:47 PM
Great work!

I just list some things that came to mind while testing this

1. It seemed really heavy at many times, i think because of the shadows
2. The original map was better and clearer
3. interior mod took my lightbulbs away from the sub! I have nvidia card and it has some problems with the interior mod
4. I like the stock heads and the clouds! is it possible to mod these things back manually by jsgme?

This will be a great mod, no crashing yet. :yeah:

thfeu58
01-09-11, 06:49 PM
So... this is really surprised me :o Almost... almost! This is Brunstbuttel, am I right? So where is it exactly. Oh my God...
I passed this way... I`m not sure how many times (Opus Magnum Mod of course) and I see it the first time! Previously, I had a collision with another ship. Harbour Pilot failed this time. After loading the game from autosave plotted new course and I see it...

http://naforum.zapodaj.net/thumbs/f2b1c3e6a1ee.jpg (http://naforum.zapodaj.net/f2b1c3e6a1ee.jpg.html)

http://naforum.zapodaj.net/thumbs/9675666c5f09.jpg (http://naforum.zapodaj.net/9675666c5f09.jpg.html)

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_1.0

Anybody noticed that?

Have you started to install the Magnum_Opus a new career, or only load a previously saved game?
For a correct representation of the new Brunsbüttel, a dds file is stored, which is loaded only when beginning a new career.
Brunsbüttel is no isolated cases, for other ports are those files stored. A new start career is necessary.

Greeting
thfeu58

TheDarkWraith
01-09-11, 07:28 PM
I'm just finishing up patch 2 for Magnum Opus. Here's what it entails:

- ability to change map colors and place map back to stock color
- fix for missing lights for users with nVidia GPUs
- added ability for ships to fire off radio messages when they detect you
- added ability for ships to fire off radio messages when sinking/destroyed
- added ACSoft's Environment 5.0 fix
- added Trevally's tutorials
- included the Anti-Lag program for those users who want to try it (if you're having poor fps performance it's a good thing to look into)
- ability to set SteelViking's HR or LS shadows or put shadows back to stock
- changes to ship's lengths, masts, and drafts (work by Trevally and toniloCoyote) and revised RAOBF graticules for the scopes
- changed how you enable a scope mod to be more user friendly. Now you just select the scope mod you need for your aspect ratio - no patches required

Patch 2 can only be installed when you are IN PORT.

Patch 2 released. See post #1 for details

antier
01-09-11, 07:49 PM
I have SteelViking's high resolution shadow improvement mod enabled in it. That's probably why. I'll be releasing another patch here soon that will provide more options :up:

I confirm : the Shadow Improvement Mod is the mod causing FPS drop down (tried with a 6_3_3 version, no megamod).

TheDarkWraith
01-09-11, 07:54 PM
I confirm : the Shadow Improvement Mod is the mod causing FPS drop down (tried with a 6_3_3 version, no megamod).

patch 2 gives you options of enabling the HR or LS version or putting shadows back to stock values :up:

antier
01-09-11, 08:07 PM
I have SteelViking's high resolution shadow improvement mod enabled in it. That's probably why. I'll be releasing another patch here soon that will provide more options :up:

patch 2 gives you options of enabling the HR or LS version or putting shadows back to stock values :up:

I confirm : with patch 2, everything works well, no more lags ! Big thanks ! :yeah:

TheDarkWraith
01-09-11, 08:15 PM
I confirm : with patch 2, everything works well, no more lags ! Big thanks ! :yeah:

What did you use? Stock or LR version for the shadows? I have a GTX480 and I can run everything at max settings with this and still get 60 fps (locked to v-sync) @ 1920 X 1200

TheDarkWraith
01-09-11, 09:20 PM
Just had a CTD when starting a brand new career. I did notice something funny about how it happened. Since I had already finished the tutorial mission it asked me if I wanted to skip the Tutorial. Naturally I said yes. So I went and got my mission orders and then selected start new patrol. Now usually as soon as you click the start new patrol you get the loading screen for a little while and then you are on your uboat. This didn't happen this time :hmmm: So I proceeded on as normal and as soon as I got into the harbor CTD!
I deleted the career (it was a brand new one) and started a new career. This time as soon as I was in the bunker I saved my game and exited the game. Restarted the game and reloaded my newly saved career. Went and got my mission orders and selected start the new patrol and got the loading screen and no CTD.
So be warned - when starting a new career and you elect to skip the tutorial save career, exit game, restart game, reload newly created career to avoid a CTD :salute:

Silent Steel
01-10-11, 01:13 AM
The IRAI part of this mod will challenge you ;)

So how is everyone's framerates (fps)? I included the high res version of SteelViking's shadow mod which can be a real frame killer on some computers. Do I need to step it down to his low res version? :06:


My framerates are at a steady 40 fps (including the d3d_antilag101).
I'm perfectly satisfied with performance now with this Mod activated through JSGME - completely flawless and smoooooooth.
My rig runs SH5 rather fine even without this Mod but considering all Mods being activated I always get really outstanding performance. Tweak it to your taste in the included .cfg file.
I really can't see why not everyone should use this one!? Should eliminate a major part of all discussions about fps:es and give everyone a very nice experience playing SH5. The SH5 doesn't need any higher fps to run perfectly. At least not for me.
(The d3d_antilag101 is said to work with other games too but so far I haven't tried it with other games).
If there are any doubts I can assure it's worth giving it a try! :rock:
For those who would like to try, download here:

http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)



//

James Cook
01-10-11, 01:52 AM
My framerates are at a steady 40 fps (including the d3d_antilag101).
I'm perfectly satisfied with performance now with this Mod activated through JSGME - completely flawless and smoooooooth.
My rig runs SH5 rather fine even without this Mod but considering all Mods being activated I always get really outstanding performance. Tweak it to your taste in the included .cfg file.
I really can't see why not everyone should use this one!? Should eliminate a major part of all discussions about fps:es and give everyone a very nice experience playing SH5. The SH5 doesn't need any higher fps to run perfectly. At least not for me.
(The d3d_antilag101 is said to work with other games too but so far I haven't tried it with other games).
If there are any doubts I can assure it's worth giving it a try! :rock:
For those who would like to try, download here:

http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)



//

confirmed! im runnimg the game with high specs, full aa/af and its smooth again. thanks, silent steel. 35fps does the job.

@TDW: man....... thank you!!!:rock:

Zedi
01-10-11, 02:10 AM
Just had a CTD when starting a brand new career. I did notice something funny about how it happened. Since I had already finished the tutorial mission it asked me if I wanted to skip the Tutorial. Naturally I said yes. So I went and got my mission orders and then selected start new patrol. Now usually as soon as you click the start new patrol you get the loading screen for a little while and then you are on your uboat. This didn't happen this time :hmmm: So I proceeded on as normal and as soon as I got into the harbor CTD!
I deleted the career (it was a brand new one) and started a new career. This time as soon as I was in the bunker I saved my game and exited the game. Restarted the game and reloaded my newly saved career. Went and got my mission orders and selected start the new patrol and got the loading screen and no CTD.
So be warned - when starting a new career and you elect to skip the tutorial save career, exit game, restart game, reload newly created career to avoid a CTD :salute:

This is not something new. Its a stock bug and it happens every time when you start a new career, mostly with silentotto. Soon as you request to start patrol, you get teleported on the sub without any loading screen. Solution for when this happen is to save/load game as you realized already or end patrol and ask again for a new mission.

This is important because even if you dont get ctd right away, you will later. Also funny stuff happens, like allied air raid on the harbour which will ctd ur game no matter what, missing parts from the harbour, allied ships with german flags etc. So save/load or end patrol is mandatory if is no loading screen after leaving bunker.

DonZorro
01-10-11, 02:29 AM
HI,

The other MODs in 6_3_4 are compatble with the current Mega-Mod??? :06:

Regards,
DonZorro

antier
01-10-11, 03:11 AM
What did you use? Stock or LR version for the shadows? I have a GTX480 and I can run everything at max settings with this and still get 60 fps (locked to v-sync) @ 1920 X 1200

I use stock version (dunno what the LR version is !). Have radeon 5870 @ 1920 x 1200 and "I can run everything at max settings with this and still get 60 fps" too, except with Shadow Improvement Mod installed !

- with SIM : from 1 to 12 fps :down:
- without SIM : from 70 to > 100 ! :up:

rhaak
01-10-11, 05:03 AM
Great mod!!!

Only problem I have got is the fact that my crew now sometimes speak english!!

I have installed my game with german voices. It seems your mod adds some dialog, but only in english.

col_Kurtz
01-10-11, 06:01 AM
Have you started to install the Magnum_Opus a new career, or only load a previously saved game?
For a correct representation of the new Brunsbüttel, a dds file is stored, which is loaded only when beginning a new career.
Brunsbüttel is no isolated cases, for other ports are those files stored. A new start career is necessary.

Greeting
thfeu58
Whoops... Ok. But earlier I did the same. Start from the saved game. Ok, I will this new way. Start from begin.

Schütze
01-10-11, 06:12 AM
Mightyfine crew alt. faces
http://www.subsim.com/radioroom/showthread.php?t=163591&page=21

I notice that stock faces are incorporated in Magnus Opus but does that mean you could enable the option alternative faces in the Mega Mod? IMHO the alternative faces reflects a realistic german sub-crew than a 50+ Navigator and an eye-patched 1 WO.

A lots of CTD could be tracked to the "Improved Shadows" mod depending on your computer settings and graphic card. I suppose NVIDIA-users is a victim of this. I used "Improved Shadows" and experienced CTD as early as when uploading.

PL_Andrev
01-10-11, 07:24 AM
Magnum Opus v0.0.1 (BETA version for testing/feedback purposes)

TDW: could you use another version of numbering of this mod?
0.1.2 means: 0 - pre-release (beta) version, 1 - last vesrion available, 2 - patch for last version

This numbering is more natural to follow and understand which version is in use, like your Multiple UI 6.3.4.

Rongel
01-10-11, 08:31 AM
You fixed most of the things that i was complaining about already! :up: Performance is great now, lights work and I can choose the maps. Okay here's more!

1. I would also like to decide which faces the crew has. I had grown accustomed to the stock faces and I miss them. I don't like the beards that much. And it's unrealistic that they have it already when the patrol starts.

2. The new radio features are exciting! The bad thing is that when I'm navigating through Kiel, i'm bombarded by messages from another ships that see me! And they are friendly! I really like the idea that I can hijack a message and know if the enemy boat has seen me, but maybe there should be only a small chance of that (25 % for example.)

3. The beginning of the first campaign was totally different now! :DL I don't know which mod does it but the Poland aspect worked really well. The bad thing was that I couldn't select the first Poland mission where you need to sink three polish ships. I could read the assigment but no "Request mission"- button.

4. Some german speech was replaced by english version, for example "Fire at will" -sound when using binoculars to attack with deck gun.

Graphically I think that it's better to stay quite close to the stock version (with env 5 and interior mod) of the game. So that you can select which new things you want to use. For example I miss also the previous deck watch crew clothes. Somehow these new look a bit lowres. And the violet caps are too violet for the games look (my opinion). I'm satisfied if I can manually change them back myself. But anyway great work :DL It's getting better all the time!

TheDarkWraith
01-10-11, 09:13 AM
1. I would also like to decide which faces the crew has. I had grown accustomed to the stock faces and I miss them. I don't like the beards that much. And it's unrealistic that they have it already when the patrol starts.

2. The new radio features are exciting! The bad thing is that when I'm navigating through Kiel, i'm bombarded by messages from another ships that see me! And they are friendly! I really like the idea that I can hijack a message and know if the enemy boat has seen me, but maybe there should be only a small chance of that (25 % for example.)

3. The beginning of the first campaign was totally different now! :DL I don't know which mod does it but the Poland aspect worked really well. The bad thing was that I couldn't select the first Poland mission where you need to sink three polish ships. I could read the assigment but no "Request mission"- button.

4. Some german speech was replaced by english version, for example "Fire at will" -sound when using binoculars to attack with deck gun.

1. They can easily be replaced by whatever you want. Just a simple .dds file change.

2. The game gives me no way to discern if a contact is friendly or not. Thus there's no way to filter out these radio messages. We either live with this or I remove the feature totally. Personally, it's a very small annoyance versus the immersion that it provides.

3. Not sure why that is happening :hmmm:

4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.

panosrxo
01-10-11, 09:25 AM
4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.

It is the Chief Engineer's sounds:
data\Sound\Speech\ChiefEngineer

rhaak
01-10-11, 09:36 AM
I think you have to use the german version of KarlKoch's speech fixes and additions.

Danevang
01-10-11, 10:00 AM
This mod collection has made me install SH5 again. Absolutely great! :D Also, I'm honored to find that my VIIC shadow map has found its way into the mega mod, via TheBeast's "North Atlantic Grime Weathered" skin. Nice, glad to contribute. :)

Rock on, and full speed ahead! :arrgh!:

EDIT: Keep getting CTDs in the very first mission...damn.

Rongel
01-10-11, 12:14 PM
3. The beginning of the first campaign was totally different now! :DL I don't know which mod does it but the Poland aspect worked really well. The bad thing was that I couldn't select the first Poland mission where you need to sink three polish ships. I could read the assigment but no "Request mission"- button.Oops! That was my mistake :88)! I skipped the tutorial and the Poland-mission was just a reminder of the tutorial. There really is no Poland mission. But it would be a great introduction to the game and to the campaign! It would work well with all the new radio news about the war...

If I want to change the heads, what .dds-file I should change? I tried to look for the right one but no luck. I have no idea what file says add beards.

And for the missing sounds, isn't KarlKoch's speech fixes and additions already installed with MO?

TheDarkWraith
01-10-11, 12:27 PM
EDIT: Keep getting CTDs in the very first mission...damn.

try this: load up career and when in bunker save career. Exit game. Restart game. Load saved career. See if that works.

Poacher886
01-10-11, 12:29 PM
What did you use? Stock or LR version for the shadows? I have a GTX480 and I can run everything at max settings with this and still get 60 fps (locked to v-sync) @ 1920 X 1200

Thats interesting. There is no way i can enable V-sync with my Overclocked GTX570 + 1920x1200 res!!.

I get roughly 45fps when in harbour and approx 60+ when out at sea!, what settings do you have in the Nvidia control panel though?. If i use 8xQ it uses all my 1280mb of V-Memory up! so i leave just the max in-game setting of AA, and use the Nvidia control panel to force 16xAF.

I also have textures and all settings in Nvidia control panel set to the best quality. Technically we should be getting the same results, and i have my 570 clocked to 820 / 2000.

As for further mods i would suggest "critical hits for torps and guns", anything that makes for more realistic damage / sinking.

However, my biggest shock of all is the devs did not supply the sim with manual TDC and stadimeter, this is even more unbelivable than not supplying a U-boat number!, I've read your excelent tutorial on using the outer ring for finding range and AOB (though AOB i just judge myself anyway), but how do you find the enemy's speed?? and what about the different magnifications used for the UZO and Ob-Periscope?

I think this must surely be the biggest need for the game as of now??

Thanks

TheDarkWraith
01-10-11, 12:39 PM
As for further mods i would suggest "critical hits for torps and guns", anything that makes for more realistic damage / sinking.

However, my biggest shock of all is the devs did not supply the sim with manual TDC and stadimeter, this is even more unbelivable than not supplying a U-boat number!, I've read your excelent tutorial on using the outer ring for finding range and AOB (though AOB i just judge myself anyway), but how do you find the enemy's speed?? and what about the different magnifications used for the UZO and Ob-Periscope?

I think this must surely be the biggest need for the game as of now??

Thanks

Critical hits for torps and guns, hmm, I'm not sure that the mod is historically accurate in it's regards. Actually I'm not sure what is historically accurate so I haven't made any changes to those.

We have a full manual TDC and stadimeter. It's in the scopes. In the torpedo box select either full or minimal to show the TDC. In the XO TDC dialog box select range and then use stadimeter.

You have access to a U-boat hull number also. It's in the options file (\data\Scripts\Menu\TheDarkWraithUserOptions.py)

To change zoom levels in the obs/attack scopes move the mouse wheel forward/backward.

To find speed you can turn navigator assist on (in the options file) or you can use the speed estimator (follow target has to be enabled first - WEPS-->Follow target)

Poacher886
01-10-11, 01:00 PM
Critical hits for torps and guns, hmm, I'm not sure that the mod is historically accurate in it's regards. Actually I'm not sure what is historically accurate so I haven't made any changes to those.

We have a full manual TDC and stadimeter. It's in the scopes. In the torpedo box select either full or minimal to show the TDC. In the XO TDC dialog box select range and then use stadimeter.

You have access to a U-boat hull number also. It's in the options file (\data\Scripts\Menu\TheDarkWraithUserOptions.py)

To change zoom levels in the obs/attack scopes move the mouse wheel forward/backward.

To find speed you can turn navigator assist on (in the options file) or you can use the speed estimator (follow target has to be enabled first - WEPS-->Follow target)

Thanks again.

I was aware of the Manual TDC dials but not "In the XO TDC dialog box select range and then use stadimeter.",

"You have access to a U-boat hull number also. It's in the options file (\data\Scripts\Menu\TheDarkWraithUserOptions.py)"
i need an explanation here...are you saying this puts a random number on the boat itself?, where will the number be? is it random? do i need to uninstall your mod then change files, then re-install, why would you not have included as default?

"To change zoom levels in the obs/attack scopes move the mouse wheel forward/backward".
Lol, you mis-read me here, what i ment is your tutorial for using the outer rings was for 1.5x / 6x only, what i ment, was this will not work for the different mags of the op and UZO!


"To find speed you can turn navigator assist on (in the options file) or you can use the speed estimator (follow target has to be enabled first - WEPS-->Follow target)"
Follow target button..where?
WEPS-->Follow target?

Sorry, you've lost me here!

Thanks

TheDarkWraith
01-10-11, 01:08 PM
click on the WEPS officer icon (he's the third from left) and then click on follow target. When you click on WEPS an order category bar will appear above him. If you hover the mouse over those icons a tooltip will tell you what each does. Some of those order category icons open up an order bar above it when clicked.

Poacher886
01-10-11, 01:24 PM
Thanks,

A quick question regarding installing Patch 2 ....i've downloaded it and extracted, do i chuck the whole folder into JSGME or open the folder and place each of the five files i.e "Nvidia missing lights" into JSME separately?

Im learning... slowly!

Danevang
01-10-11, 01:24 PM
try this: load up career and when in bunker save career. Exit game. Restart game. Load saved career. See if that works.

The thing is, the CTDs come before I complete the very first mission, that is I'm never in bunker after starting the campaign. I get that "the war has begun" scenes and such, and before I sink all the Polish merchants, i get CTD.

TheDarkWraith
01-10-11, 01:49 PM
The thing is, the CTDs come before I complete the very first mission, that is I'm never in bunker after starting the campaign. I get that "the war has begun" scenes and such, and before I sink all the Polish merchants, i get CTD.

ah, you're in the tutorial mission. Are you using an existing career or did you start a new one after you installed the mod? :hmmm:

Danevang
01-10-11, 01:55 PM
ah, you're in the tutorial mission. Are you using an existing career or did you start a new one after you installed the mod? :hmmm:

I've just installed the game, patched to 1.2, and started a new campaign. So I can't really get past that tutorial mission...

TheDarkWraith
01-10-11, 02:01 PM
I've just installed the game, patched to 1.2, and started a new campaign. So I can't really get past that tutorial mission...

is there a certain spot that it keeps CTDing at?

fallenyggdrasil
01-10-11, 02:55 PM
Is this the old "ctd-when-hitting-one-of-the-polish-merchants" problem?

TheDarkWraith
01-10-11, 02:57 PM
Is this the old "ctd-when-hitting-one-of-the-polish-merchants" problem?

never heard of that one....care to explain?

Poacher886
01-10-11, 03:02 PM
I've found your user options file, can i make changes while out at sea or do i need to be back in port, i was just going to enable a hull number...if i can find it .

Edit: i've found the hull number, its a straight choice rather than a randomiser then.


Thanks

TheDarkWraith
01-10-11, 03:09 PM
I've found your user options file, can i make changes while out at sea or do i need to be back in port, i was just going to enable a hull number...if i can find it .

Thanks

most of the items in there can be changed while at sea (game shutdown of course). The mod reads the settings from the file at game start.

Poacher886
01-10-11, 03:24 PM
Thanks, concerning Patch 2, do i need to load "Nvidia missing lights" file into JSGME aswell as the main patch file, or is it all contained in the Magnum_Op Patch 2 file.?

also: what missing lights?

Edit: Changing the U-boat number and Captins name did'nt work!, despite saving it, and it showing when i return to the file, in-game it shows as you intended U021 and TDW.?

panosrxo
01-10-11, 04:12 PM
Thanks, concerning Patch 2, do i need to load "Nvidia missing lights" file into JSGME aswell as the main patch file, or is it all contained in the Magnum_Op Patch 2 file.?

also: what missing lights?

Edit: Changing the U-boat number and Captins name did'nt work!, despite saving it, and it showing when i return to the file, in-game it shows as you intended U021 and TDW.?

Did you unload and reload the mod?

Poacher886
01-10-11, 05:01 PM
No, i simply went into Silenthunter5 / Data / MODS / Magnum_Opus and changed the file in the 'Menu' folder.....is this not the installed files in the game!

col_Kurtz
01-10-11, 05:24 PM
Is this the old "ctd-when-hitting-one-of-the-polish-merchants" problem?
Polish.

Poacher886
01-10-11, 05:28 PM
I'll explain the two problems im needing help with.

1. I've downloaded Patch 2, and want to install this when i reach port again. Patch 2, unlike the Main Magnum_OPus and Patch 1 which were one file, contains 6 files in it. So i want to install the main Patch2 and 'nvidia missing lights', if i open up the MODS folder (in Patch2) and install the Magnum_Opus file inside, do i get the lot? or do i also need to install the 'nvidia missing lights' file as well?

2. I want to make a simple change to a user file in Magnum_Opus Mega mod, (change U-boat number and Captin's name). I went into C/Ubisoft/SH5/MODS/Magnum_Opus 0.01 (the main MOd) found the file in the menu and changed the details, then saved, but to no effect!

I thought these being the files the game is reading, then that would work!, so do i need to de-activate the mods then follow the said procedure again, or do i need to remove the mods from JSGME altogether and adjust them, then re-install or what?

THanks

P.S If that Navigator tells me im inshallow waters again, im going to learn how to mod just so i can create a knife in my hand to cut his tung out......26 times in 40min!!!!

Capt Sinbad
01-10-11, 05:30 PM
I cant seem to find any targets. i see plenty of icons criss crossing the shipping lanes but they ar never ther when i get there. started running the hydrophone script to see if that would help but still not finding diddly squat..any ideas guys?

Farinhir
01-10-11, 07:17 PM
What did you use? Stock or LR version for the shadows? I have a GTX480 and I can run everything at max settings with this and still get 60 fps (locked to v-sync) @ 1920 X 1200

Interesting that some people are experiencing such low rates. I am running everything at maximum settings and only on occasion see my frames drop into the 20s Usually they are between 30 and 45 depending on where I am looking.

System specs
E8400 @3.732Ghz
8Gb RAM
2x GTX 260c216 in SLI clocked at 712/1512/1188 (core,shader,ram)
Creative x-fi xtremegamer with 5.1 surround sound.
Acer 23.6" monitor running @2048x1152


I have seen people with better configurations posting lower frames at lower resolution than I run. I wonder what is going on with them. One note is I do not run high AA (or usually AA at all) because at this higher resolution the gain is sometimes nominal (almost unnoticeable).

Dissaray
01-10-11, 09:25 PM
Sinbad, are you going to where the contact is when you recived the report of their location or are you going to where the reported contact should be after the traveling time is factored in? It might seem like an odd question but I know befor I figured out how to run the numbers and get the intercept point I had a hell of a time finding targets.

jwilliams
01-11-11, 01:51 AM
4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.

There is already a mod for the sounds replaced by your mega mod...

Your megamod just uses the english version. see my mod list below (i have highlighted the mod that puts the german voices back).


Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SH5\MODS]

D3D_Anti Lag_101 <--- this really does work.
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Grossdeutscher Rundfunk
Menu - Das Boot Departure Theme
Rel_SH4_BBC_1939_to_1945
Capthelms Audio+SV Touch Ups
SteelViking's Sky Banding Mod
Enhanced FunelSmoke_by HanSolo78
sobers realistic hydrophone operator SH5
Unterseeboot II SFX
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
Magnum_Opus_v0_0_1 + patch (this mod contains "speech fixes and additions(english version)").
Speech fixes and additions (german version) (activate after Magnum_opus to put the german voices back).
IO_StrategicMap_2_2_for_TDW_6_0_0
Lite Campaign LC 1.2
Open_Horizons


Hope this helps those that use german voices :salute:

Silent Steel
01-11-11, 01:52 AM
Thats interesting. There is no way i can enable V-sync with my Overclocked GTX570 + 1920x1200 res!!.

I get roughly 45fps when in harbour and approx 60+ when out at sea!, what settings do you have in the Nvidia control panel though?. If i use 8xQ it uses all my 1280mb of V-Memory up! so i leave just the max in-game setting of AA, and use the Nvidia control panel to force 16xAF.

I also have textures and all settings in Nvidia control panel set to the best quality. Technically we should be getting the same results, and i have my 570 clocked to 820 / 2000.

As for further mods i would suggest "critical hits for torps and guns", anything that makes for more realistic damage / sinking.

However, my biggest shock of all is the devs did not supply the sim with manual TDC and stadimeter, this is even more unbelivable than not supplying a U-boat number!, I've read your excelent tutorial on using the outer ring for finding range and AOB (though AOB i just judge myself anyway), but how do you find the enemy's speed?? and what about the different magnifications used for the UZO and Ob-Periscope?

I think this must surely be the biggest need for the game as of now??

Thanks

Try this one. It sounds strange but limiting the fps:es stops the game from trying to maximize fps over and over again causing this @jumpy@ effect.
My framerates are at a steady 40 fps (with the d3d_antilag101).
I'm perfectly satisfied with performance now with this Mod activated through JSGME - completely flawless and smoooooooth.
My rig runs SH5 rather fine even without this Mod but considering all Mods being activated I always get really outstanding performance. Tweak it to your taste in the included .cfg file.
I really can't see why not everyone should at least try this one!? Should eliminate a major part of all discussions about fps:es and give everyone a very nice and fluent gameplay. The SH5 doesn't need any higher fps to run perfectly. At least not for me.
(The d3d_antilag101 is said to work with other games too but so far I haven't tried it with other games).
If there are any doubts I can assure it's worth giving it a try! :rock:
For those who would like to try, download here:

http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)



//

panosrxo
01-11-11, 04:18 AM
No, i simply went into Silenthunter5 / Data / MODS / Magnum_Opus and changed the file in the 'Menu' folder.....is this not the installed files in the game!

First of all it should be:
Silenthunter5 / MODS

Every time you make a change to a mod you should unload and reload it.

col_Kurtz
01-11-11, 04:35 AM
1. They can easily be replaced by whatever you want. Just a simple .dds file change.

2. The game gives me no way to discern if a contact is friendly or not. Thus there's no way to filter out these radio messages. We either live with this or I remove the feature totally. Personally, it's a very small annoyance versus the immersion that it provides.

3. Not sure why that is happening :hmmm:

4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.

:hmmm: Sound. My SH5 copy is installed with the German voices. Right now... I got two commands voice: English and German:cry: Fier at will! Feuer frei!
It`s only happen when I click on the icons above crew. And when the radio massege incoming.

col_Kurtz
01-11-11, 04:37 AM
There is already a mod for the sounds replaced by your mega mod...

Your megamod just uses the english version. see my mod list below (i have highlighted the mod that puts the german voices back).


Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SH5\MODS]

D3D_Anti Lag_101 <--- this really does work.
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Grossdeutscher Rundfunk
Menu - Das Boot Departure Theme
Rel_SH4_BBC_1939_to_1945
Capthelms Audio+SV Touch Ups
SteelViking's Sky Banding Mod
Enhanced FunelSmoke_by HanSolo78
sobers realistic hydrophone operator SH5
Unterseeboot II SFX
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
Magnum_Opus_v0_0_1 + patch (this mod contains "speech fixes and additions(english version)").
Speech fixes and additions (german version) (activate after Magnum_opus to put the german voices back).
IO_StrategicMap_2_2_for_TDW_6_0_0
Lite Campaign LC 1.2
Open_Horizons


Hope this helps those that use german voices :salute:

Yes... Yes, I hope. I`ll need to try this :salute:

So this post is to delete.
http://www.subsim.com/radioroom/showpost.php?p=1571728&postcount=499